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.
|Brauner, Philipp Michael