Serious Games for Healthcare in Ambient Assisted Living Environments. A Technology Acceptance Perspective

Lieferzeit
2-3 Tage
Autor:
Brauner, Philipp Michael
ISBN
978-3-86359-437-4
39,00 €
Inkl. 7% MwSt.
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Quick Overview

The work combines serious games and ambient assisted living as a solution to meet the demographic change. The empirical evaluation of games for physical and cognitive training with younger and elderly focuses on user and system factors and their relationship to performance and acceptance. It shows that serious games are a valuable contribution, but only if certain conditions are considered. Therefore, the book concludes with guidelines that leverage the use of serious games in technology augmented homes.

This work addresses if and under which conditions the combination of serious games and ambient assisted living is a solution to meet the demographic change. For this purpose, multiple serious games for cognitive and physical training are developed using an agile and user-centered design methodology and evaluated with a unified research framework. The empirical studies focus on user and system factors and their relationship to attained performance and projected acceptance of these games. This work provides detailed modelling of younger and elderly users and shows that serious games are a valuable contribution, but only if certain conditions are considered. The book concludes with guidelines that leverage the use of serious games in technology augmented homes.

Mehr Informationen
Autor Brauner, Philipp Michael
Lieferzeit 3-4 Tage
Gewicht 0.36 kg
Erscheinungsdatum 04.07.2016
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Sie bewerten:Serious Games for Healthcare in Ambient Assisted Living Environments. A Technology Acceptance Perspective

This work addresses if and under which conditions the combination of serious games and ambient assisted living is a solution to meet the demographic change. For this purpose, multiple serious games for cognitive and physical training are developed using an agile and user-centered design methodology and evaluated with a unified research framework. The empirical studies focus on user and system factors and their relationship to attained performance and projected acceptance of these games. This work provides detailed modelling of younger and elderly users and shows that serious games are a valuable contribution, but only if certain conditions are considered. The book concludes with guidelines that leverage the use of serious games in technology augmented homes.

Mehr Informationen
Autor Brauner, Philipp Michael
Lieferzeit 3-4 Tage
Gewicht 0.36 kg
Erscheinungsdatum 04.07.2016
Eigene Bewertung schreiben
Sie bewerten:Serious Games for Healthcare in Ambient Assisted Living Environments. A Technology Acceptance Perspective
Adresse

Institut für Industriekommunikation und Fachmedien (IIF) GmbH an der RWTH Aachen

Steinbachstr. 25
52074 Aachen
Deutschland