Towards Age-friendly Exergame Design: The Role of Familiarity
summary
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.
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chapters (6)
- 0:00Introduction and motivation
- 1:35Familiarity in exergame design
- 3:42Study design and exergames
- 6:18Results and familiarity model
- 8:25Design guidelines and contributions
- 9:49Q&A session
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