Research has shown that one of the key aspects of overcoming loneliness amongst older adults is the fostering of relationships’ between older persons and grandchildren. Intergenerational activities help to enable conversations on similar interest topics, and activities leading to happiness and a feeling of belongingness. Gaming technologies have helped to bridge gaps across physical and social distances.
Rice, M., Tan, W. P., Ong, J., Yau, L. J., Wan, M., & Ng, J. (2013). The dynamics of younger and older adult’s paired behavior when playing an interactive silhouette game. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems – CHI ’13, 1081. doi:10.1145/2470654.2466138
The paper investigates the design of a novel gesture-based game and evaluated the behavior of intergenerational gameplay. The authors divided the sample population into (i) Young-Young, (ii) Old-Old, and (iii) Young-Old to evaluate the communicative and cooperative behavior of same-age and mixed-age pairs. The authors took a mixed-methods approach combining direct observations, post-game questionnaires. The authors indicated that their results showed a greater physical cooperation between the group-type, Young-Old, as compared to the same-age groups. The paper indicated that the expectations of the young and old differ a lot and their perceived interaction also differs; hence it is critical to understand the nuances of expectations and interaction requirements allowing for intergenerational gameplay. The article explores the value of intergenerational games and proposes a few recommendations for future research. Continue reading →
Luís Duarte and Luís Carriço. 2012. Power me Up!: an interactive and physiological perspective on videogames’ temporary bonus rewards. In Proceedings of the 4th International Conference on Fun and Games (FnG ’12). ACM, New York, NY, USA, 55-63. DOI=10.1145/2367616.2367623 http://doi.acm.org/10.1145/2367616.2367623
In this paper, an experiment is presented that examines how players of a single player mobile videogame react to two different types of temporary bonuses. To accomplish this, the authors created a Continue reading →
I am using this venue to share my thoughts and experiences as a digital designer. The main objective of my work as an industrial designer has been to create memorable experiences for the consumer in using a product, service or technology. My objective has always been to humanize technology and create new expressions of projected lifestyles that we crave or dream about.
Sometimes, it is presumed that many industrial designers have the aptitude to work only in the field of consumer product design. I tend to disagree with this notion because of the fact; the basis of industrial design methodology is creativity and ideation. Ideation is the most basic expression wherein designers conceptualize new imageries, alternative lifestyles, and new expressions of emerging and next generation technologies through the simple medium of pen, pencil and paper. These ideations may get transformed into utilitarian products, services or be an expression of technology integration that people may choose to use, experience or be inspired about.
I will always be indebted drawings and inspirational art of Star Wars and Star Trek. I must have watched the Star Wars movie more than 71 times, which may pale insignificantly to the number of times some of the Star Wars fans out there may have watched the movie. The most important aspect of experiencing Star Wars for the first time (at age 15) left an unquenchable thirst for science fiction, fantasy and alternative realities. Continue reading →
In the interest of getting some experience in blogging about a paper, I decided to choose the paper on People, Places and Play, with the main aim of formulating my thoughts regarding the hypothesis, synthesis and methodology/process of validation of the hypothesis and measurement techniques used by the authors. This paper closely relates to my area of interest which being; the socio-spatial dynamics between people, systems and the environment of use of the systems.
De Kort, Y.A.W., and Ijsselsteijn, W. A. 2008. People, places, and play: a research framework for digital game experience in a socio-spatial context. ACM Comput. Entertain, 6, 2, Article 18 (July 2008), 11 pages. DOI = 10.1145/1371216.1371221
The authors present the importance of digital games in creating engaging social interactions and discuss the relevance of co-players, audience and player engagement in defining player experience. The paper focuses on the psychological experience of social interactions while playing a game. The paper presents the condition that while flow and immersion is a trance-like focused state during gameplay, the presence of other people in a situated play could be a conflicting situation affecting player enjoyment. The paper discusses the presence of a co-player towards the experience of gameplay from the point of engagement, arousal and emotions. In co-located play, game characteristics, social affordances of the game interface and characteristics of player environment influences playability. The paper infers that the presence of others; social presences during gameplay becomes an extension of the game itself, influencing game play and game experience. Continue reading →