~/talk

Towards Age-friendly Exergame Design: The Role of Familiarity

Talkat CHI PLAY 2019 · 2019-10-22..10-25· [game-development, accessibility]
name:Hao Zhang
links:none on file
name:Qiong Wu
links:none on file
links:none on file
links:none on file
links:none on file
slides:none on file

Field study with 59 Singaporean older adults tests four custom upper‑limb exergames — Basketball Genius, Escape Room, Ping Pong, Flying Eagle — and defines five measurable familiarity subconstructs: prior experience, positive emotion, occurrence frequency, level of processing, retention rate. Confirmatory factor analysis shows a good model fit; all five subconstructs correlate strongly with perceived familiarity, and familiarity predicts higher satisfaction. Escape Room and Ping Pong attract most picks; paper releases five familiarity‑based design guidelines.

AI-written summary · about

  1. 0:00Introduction and motivation
  2. 1:35Familiarity in exergame design
  3. 3:42Study design and exergames
  4. 6:18Results and familiarity model
  5. 8:25Design guidelines and contributions
  6. 9:49Q&A session
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