Game-based IT solutions for active & healthy aging
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Game-based IT solutions for active & healthy aging Fostering Independent & Healthy Living
Dr. Mario Drobics Thematic Coordinator Safety & Security Department AIT Austrian Institute of Technology GmbH mario.drobics@ait.ac.at +43 50 550 4810 http://www.ait.ac.at/ehealth
Overview
1. Who am I and why am I here?
2. Why do games for older adults matter?
3. How can games for older adults be designed?
4. Examples of recent game-based approaches at AIT
2 10.04.2014
3
AIT Austrian Institute of Technology
BMVIT 50,46% Industry 49,54% ~ 1000 Employees Budget 40:30:30 Budget: 120 Mio€
Health
Areas of Application
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Prevention
• Lifestyle Management • Health Prevention
Intervention
• Care Support • Detection of Critical Situations
Therapy • Therapy Support
Comfort Mobility
Smart Homes
Mobility Support
Mobility Optimi-zation
• Lifestyle Management • Health Prevention
Data Analytics
Communication Thematic Overview
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Nutrition
Social Interaction
Activity
Health
Safety
10.04.2014
Enabling independent and healthy aging
.. by promoting regular physical activity
Reduce relative risk of death (20%-35%)
Reduce risk / affects of chronic diseases • cardiovascular diseases, diabetes mellitus, cancer,
osteoporosis, arthritis, etc. Reduce risk of physical decline
(accidents, falls, frailty, etc.) Reduce risk for decline in cognitive function, depression,
etc.
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Nutrition
Social Interaction
Activity
Health
Safety
Challenges
Good concepts and advanced technology are not sufficient to ensure a high effectivety of the proposed interventions
People tend to fall back to their previous (unhealthy) behavior easily
We need to ensure adherence over a long timeframe
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We need to motivate the users to do the exercises and maintain a healthy lifestyle
Motivational Strategies
Intrinsic motivators Fun Excitement Curiosity Challenge Mastery Improvement
Extrinsic motivators Social interaction Social status
(ranking, feedback, etc.) Achievements Progress
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Motivational affordance
Psychological outcomes
Behavioral outcomes
Psychological model of self-regulation
1) Goals about what to accomplish
2) Self-monitoring of personal behavior and relation to goals
3) Feedback and information about progress
4) Self-evaluation about progress toward each goal
5) Corrective behavior to more effective movement towards
goals
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Support Strategies
Serious Games games with a specific aim (education, training, etc.)
Gamification
application of game-based elements in non-game contexts
Persuasion Strategies change attitudes or behaviors of the users through persuasion
and social influence
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Challenges for ICT Applications for Health
Keep user motivated over a long period Story-telling Integration in daily activities Shift focus Social networks / blended training
Address a broad range of diverse users Self-adapting difficulty Provide a set of motivators and
adopt individually Provide feedback on execution
Include people with limited or no ICT experience
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Common Preconceptions
Older adults are just lacy.
Older adults are afraid of computers.
Older adults don‘t play (on the computer).
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Older adults are just lacy. Not more than you!
Older adults are afraid of computers.
Not if done right.
Older adults don‘t play (on the computer). No, but different!
Do we need „elderly“ games?
No, but it helps!
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Special Issues when Designing Games for Older Adults
Motivation Users might be frustrated more quickly and stop playing Provide targeted feedback (reward/punishment) schedules
Accessibility Provide enough time for interaction Adjust cognitive and physical load / demands according your
target group (learning, memory, movements, etc.) Provide the possibility to access a lower level again
Risk prevention Prevent users from any foreseeable risk (falls, exhaustion)
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Taxonomy of Games for Health
Physical Cognitive Social & Emotional Health Health Health
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Personal
Professional practice
Research
Public health
Preventive
Therapeutic
Assessment
Educational
Informatics
Opportunities of IT-based approaches
Provide tailored behavioral strategies
Combination of different intervention strategies
Individual feedback on execution of exercises & progress made
Integrate ubiquitous measurements to induce lifestyle changes
Provide a virtual social network
Provide a path from rehabilitation to independent lifestyle
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SilverGame
Ernährung
Soziale Interaktion
Aktivität
Gesundheit
Sicherheit
Goals
Support social contact and interaction
Stimulate human senses (cognition & emotion)
Address common hobbies and passions
Support stimulating game-based applications
Build communities (interaction and communication)
Integrate internet-based information and services
Reduce isolation and bleakness 18 10.04.2014
Module A: Driving-
Simulator
Module B: Virtual Chorus
find new friends
stimulate senses
explore new
interests build new contacts
web-based content & services; Chats, Blogs etc.
Audio- and Video-Communication
Module C: Dance-
& Fitness Training
Multimedia application
management platform
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Overview
FoSIBLE – Fostering Social Interaction for a Better Life of Elderly
Nutrition
Social Interaction
Activity
Health
Safety
Overview
Goals Fostering social interaction Simplified access to new media
Approach Smart-TV as central information hub Intelligent living-environment Multi-modal user-interface
Integration of Social- and Game Elements
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Screenshots kindly provided by Kaasa Solutions
KIT-Aktiv – Active Lifestyle Management for Elderly
Ernährung
Soziale Interaktion
Aktivität
Gesundheit
Sicherheit
Motivation
Provide a service for activity support with very low costs per
user
Brings together all age groups
Establish a visible infrastructure in a community
Provide a virtual platform for different activity groups
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Approach
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Grafenwörth
6 cadastral subdivision
Approx. 50km west of Vienna (Austria)
Approx. 3000 inhabitant
(Senior-) Citizen-Center SeneCura
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17 tracks from 1 – 21km
8 fitness-poles
Fitness-Trails
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Technical Concept
RFID wristbands are used to register at each pole
Information and data entry terminals at three semi-public places
View and print information about tracks, events, own activities, etc.
Enter health related data or measure body weight
Read out external sensors (e.g. pedometer)
Web-Interface for users, physician, care personal
Integration of users using individual text messages (eMail, SMS)
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iStoppFalls – ICT-based System to Predict & Prevent Falls
Nutrition
Social Interaction
Activity
Health
Safety
Motivation
30% older than 65 fall at least once a year
600 million people worldwide over 65
2 billion people in 2050 (WHO)
Costs 9 billion dollars annually in the US (Davis et al. 2010)
Falls are common
Remain important
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Fall Risk Assessment
Strength Exercises
Exergames
Feedback
Fall Prevention
System Overview KINECT
(motion sensing) Senior Mobility
Monitor (activity tracking)
PC (Training, Games)
Set-Top Box (Social Network,
Information))
Tablet (Second Screen)
Balance Games
Balance ability decline with aging Poor balance is associated with falls 120 min./ week of balance training for fall prevention
(Sherrington et al. 2011) iStoppFalls balance games aim to improve stability and train muscle coordination by (1) weight shifting (2) knee bending and (3) stepping
Skiing
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Skiing
Task: Ski downhill through the gates
Avatar’s movement controlled by
1. Leaning (left and right)
2. Knee bending
Progression
Increasing speed
Including movements of arms (e.g. reaching)
Adding a cognitive component (Dual-task)
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Skiing – Dual Task
Player has to
Memorize items
Identify and recognize items
Solve arithmetic challenges
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Bistro
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Bumblebee
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Strength Exercises
Strength loss associated with falls
Strength training recommended for fall prevention
(Sherrington et al. 2011)
iStoppFalls exercises aim to improve lower limb
muscle and ankle strength based on the Otago
Exercise program
Strength Exercises
1. Front knee strengthening
2. Back knee strengthening
3. Side hip strengthening
4. Calf raises
5. Toe raises
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Social Media Platform
Connect to other participants
Exchange messages
Share results
Form groups
Your Ingenious Partner!
Dr. Mario Drobics Thematic Coordinator Safety & Security Department AIT Austrian Institute of Technology GmbH mario.drobics@ait.ac.at +43 50 550 4810 http://www.ait.ac.at/ehealth
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