Serious game applications offer a more accessible and enjoyable way of enhancing cognitive abilities. Several studies have explored the possibility of using serious games as stimulation for patients with dementia, but only a few studies have provided valuable insights about the design of serious game applications with the purpose of preventing cognitive impairments. By pursuing a qualitative study with a co-design approach and an iterative design process, three prototypes were designed based on insights from expert interviews and evaluated by the intended user group by using visual walkthroughs, wizard of oz, and semi-structured interviews. The results indicate that social features are found to be the most engaging, that co-design is an important aspect of design for the user group, and that serious games are more suitable for preventing instead of treating cognitive impairments. Our study contributes to research by providing valuable insights on how to design a serious game application to cater to the needs of the user group as well as how to keep the user engaged through meaningful interactions.
Identifer | oai:union.ndltd.org:UPSALLA1/oai:DiVA.org:umu-226926 |
Date | January 2024 |
Creators | Odelbrink, Therese, Emma, Jidegren |
Publisher | Umeå universitet, Institutionen för informatik |
Source Sets | DiVA Archive at Upsalla University |
Language | English |
Detected Language | English |
Type | Student thesis, info:eu-repo/semantics/bachelorThesis, text |
Format | application/pdf |
Rights | info:eu-repo/semantics/openAccess |
Relation | Informatik Student Paper Master (INFSPM) ; 2024.02 |
Page generated in 0.002 seconds