Experience with a 3D Kinect Exergame for Elderly
Ellen Brox
1
, Gunn Evertsen
1
, Heidi Åsheim-Olsen
2
, Santiago Hors-Fraile
1
and James Browne
1
1
Norut (Northern Research Institute), P.o.box 6434, 9294 Tromsø, Norway
2
Norwegian Centre for Integrated care and Telemedicine, P.o. box 35, 9038 Tromsø, Norway
Keywords: Exergames, Serious Games, Senior Gamers, User Centred Design, Elderly, Kinect, 3D.
Abstract: Physical activity is important for all, but for the elderly balance and sufficient strength is vital to function in
daily life. It can be difficult for all of us to find motivation to exercise at home, and seniors are no
exception. We have experienced that exergaming can be motivational for elderly since it is fun, but most
commercial games are not optimal for elderly due to speed, required movements, colours, the amount of
information, etc. In a project we designed an exergame specifically with the elderly in mind based on user
requirements both for specific needs for elderly, for games in general and for good exercises. A first
prototype of an online 3D exergame using Kinect
TM
was developed and tested on a group of six seniors.
Kinect
TM
was chosen since after our experience users in the target group can handle exergaming with this
technology, and also it is possible to control that the exercises are performed correctly. Our aim was to
investigate how seniors would react to a 3D first person environment before we continued the development.
A user centred method was applied in the design and development, and the user test is part of that. The
results are encouraging.
1 INTRODUCTION
Physical activity is important at all ages, but elderly
often get into a vicious circle where fear of falling
leads to less physical activity and reduced strength
and balance, which again lead to a greater risk of
falling. Falls are among the most common reasons
for medical intervention in the old (de Bruin,
Schoene, Pichierri, Smith, 2010). To motivate to do
physical activity in a fun way, some senior centres
and old people’s homes are using exergames (Brox,
Luque, Evertsen and Hernandez, 2011).
Exergames is a term used for video games that
are also a form of exercise, and it relies on
technology that tracks body movement or reaction.
Particularly two platforms are being used:
Nintendo® Wii
TM
and Kinect
TM
for Xbox. The
exergames made for these platforms are made for a
younger audience, and there are several obstacles for
elderly users. Speed can be a problem (Wollersheim
et al, 2010, Theng et al, 2009), the games can be too
difficult (Anderson et al., 2010), or the games do not
satisfy specific needs of elderly regarding for
instance eyesight, fine motoric skills, the need for
less information and more time to get an overview,
etc. (Brox et al., 2011, Gerling et al., 2010). Studies
show that exergames can be used for balance and
physical exercises (Wollersheim et al, 2010, Rendon
et al, 2012, Chao et al, 2013, Williams et al 2010,
Billis et al, 2010, Jung et al, 2009, Theng et al,
2009). Also (Larsen et al, 2013) made a review
study of controlled trials where six out of seven
papers showed a positive effect of the intervention
with elderly using exergames.
Our aim is thus to make an exergame for elderly
that gives good exercises that are beneficial for the
elderly and, at the same time is both suitable for the
target group and fun to play. The game must be easy
to use for the target audience but, at the same time
give users enough challenge to want them play
several times. According to our user tests seniors
enjoy both some of the commercial Nintendo®
Wii
TM
and Kinect
TM
exergames in tests we have
performed but, we have also experienced that many
have problems of the aforementioned types.
Particularly it can be difficult to understand what the
game is about and be able to notice information that
is popping up for instance in the corners.
Playing an exergame can be a way of motivating
elderly to exercise more, since this is perceived both
as fun and useful by the elderly that we have talked
to during the project.
231
Brox E., Evertsen G., Åaheim-Olsen H., Hors-Fraile S. and Browne J..
Experience with a 3D Kinect Exergame for Elderly.
DOI: 10.5220/0005165602310238
In Proceedings of the International Conference on Health Informatics (HEALTHINF-2015), pages 231-238
ISBN: 978-989-758-068-0
Copyright
c
2015 SCITEPRESS (Science and Technology Publications, Lda.)
2 METHODS
User centred design was used in the development.
End users participated in the requirement phase, as
well as in the design and the development phases of
the first prototype. Typically a mixed method is used
in user centred design.
2.1 User Requirements
The first step in the game design was to collect basic
requirements for our target group. We started with
collecting requirements from literature, and together
with our own experiences this forms the background
for the game design. In the project we have
experience in playing commercial Nintendo® Wii
TM
with seniors, and, in addition we have also had two
groups of old seniors trying both Wii
TM
and
Kinect
TM
. The movements of the game story were
accepted by the physiotherapist in the project. Via
observations, group discussions and interviews,
these experiences also contribute to the
requirements.
2.2 Design and First Tests
A game story was developed that took into account
the requirements and exercises that are suitable for
the target group. The story was discussed and
adjusted in the project group, and a first version of a
game was designed and developed.
Early versions, also multiplayer, were tested on
senior colleagues (60 and above) since the versions
were too unstable to test on even older persons. A
group of six seniors with an average age of 80 were
then recruited to test an early demo in single player
mode. They gave valuable feedback, particularly on
the colours and graphical layout. Several graphical
elements were changed before the lab trials.
2.3 Lab Trials
The same six seniors later participated in a lab trial
where they played the first prototype consisting of
three mini-games. The game was also this time
played in single player mode. Only two had tried
Kinect
TM
before (in our first test), but all of the
participants had been playing Nintendo® Wii
TM
games. Since the main goal was to test the gaming
concept, researchers handled the technology and the
participants only had to use their hand and body
movements to give input to the game.
The players would come one by one into the test
lab. First a researcher explained the gameplay to the
participant, and then the play started. The players
also got some instructions during the gameplay if
they had problems.
Ideally, the Kinect
TM
should be calibrated for
each user since the body is used for input. This
calibration includes the height of the person and the
length of the arms. This means that each user
calibrate and adapt to the game before they play, and
possibly also create personal user profiles for later
use. This was not done for our game; instead it was
developed to not be very sensitive. Still this could
mean that the gameplay was biased and would be
easier for some than for others. Our game tracked
the users’ movement ranges: how far they put their
hands above their heads, how close their knees were
to their hips in a vertical axis, etc. These parameters
were not registered or analyzed; they were only used
to perform actions within the exergame.
2.4 Data Collection
All participants signed an informed consent before
the trials. They also filled in a questionnaire with
background information such as age, gender, game
experience, exercise habits, etc. The study was
accepted by the Norwegian Social Science Data
Service.
During the lab test researchers filled in an
observation protocol for each of the players. After
the testing the participants went through a structured
interview where questionnaires regarding their
experience were filled in with the help of the
researchers.
When the lab test was over we had a group
discussion where all six players were asked about
the game and how they felt when they played.
3 THE USERS
The participants were recruited at a senior centre
offering weekly Nintendo® Wii
TM
exergaming for
seniors. The members of the group that was playing
were informed about our work and were first invited
to participate in a pre-trial, then a lab trial with a
slightly moderated version. The users participated at
their own will and there were no health care
personnel involved in this phase.
We only managed to recruit six users for the lab
trial. They were between 76 and 83 years old, two
men and four women.
All of the participants had a mobile phone, all of
them used it for calling, five for messages, four used
the clock function and the calendar. None of them
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were using the phone on Internet. Four in the group
had a PC but only three were using it, two of them
several times per week, the latter more seldom. The
PCs were used for e-mail, paying bills, reading local
news, and one was on Facebook.
4 BASIC USER REQUIREMENTS
Basic user requirements when designing games for
elderly were identified. For instance, seniors we
have talked to say that they want to feel that the
game is good for their health, so the game must be
designed with exercises that are useful for their
balance, flexibility, strength or endurance. For the
exergame to be a game, it should also have some
challenges and be fun to play.
For this target group it is also important that it is
playable with a variety of physical and cognitive
ailments. For instance the players should be able to
play in their own pace, so the speed should be
adjustable. The game should also allow the players
to take pauses, and there should be different levels
for people with varied physical abilities. The game
should of course also be safe to play.
Also there must not be too much information at
the time, and there should only be one focus of
attention, meaning that the players shall be able to
play without having to consider extra information
for instance in screen corners. The graphics should
be designed so that elements are big and clearly
visible. In addition we wanted a game that could
enable communication and social contact, so that it
can be played together from different locations.
5 THE GAME
5.1 AntiqueHunt - the Game Story
A game story including both social elements and
selected exercises was made. In the game the seniors
were supposed to collect antiques in an old house,
and different rooms give different exercises, for
instance stretch to get items from a shelf, bend down
to pick up items from a chest, walk up the stairs to
the attic, etc. The first scene was also supposed to
work as a lobby where players can meet each other
if they play P
The players meet outside in a garden. In the
multiplayer mode they can see each other and hug
and wave at each other. A key is hidden somewhere.
The players have to turn around and look for it, and
then walk up to it. When the first person reaches the
key, the house is opened and the players will find
themselves in the next scene which is a room in the
house. They will no longer see other players. One
reason is that this makes it easier to focus on the
gameplay. Another reason is that some might find it
embarrassing if others see how they perform.
The players will move from room to room to
collect items. In one room they are supposed to
stretch to collect things from shelves, in another to
bend down to pick items out of a chest, and in yet
another room they are supposed to stand on a chair
to stretch to take pictures from the wall. The story
also contains stairs where they can climb to the attic.
When the players have gone through all the rooms,
they meet again in the garden to see what they have
gathered and get their game rewards. They again
have to look around to find the collected items and
walk up to them to get an overview of what they
have gathered – and get the game rewards.
The game shall be customizable, meaning that
the number of scenes (rooms) and the duration or
number of items can be adjusted to each (group of)
player(s). The game proceeds at the speed of the
players. For instance when they are looking for the
key, they can take the time they need, and when they
look for antiques in the room, a new item will not
appear until the previous is taken.
5.2 Game Design and Platform
The game was designed according to a
physiotherapist’s recommendations. The elderly first
perform "warm up" exercises where they do soft
exercises like hugging and walking. Then there are
exercises for stretching and bending their body.
Finally, there is a cool down phase where they can
discuss how they felt and exchange their experience
in the game.
From a technological point of view, the game
was developed using a full JavaScript stack. To store
the user's information, such as their name, their
previous scores and what group they were prescribed
to play with, we needed a database. To keep in line
with the JavaScript stack we used MongoDB, a
cross-platform, document-oriented, NoSQL
database.
We used Node.js as the server side platform
along with SocketIO as a method to network the
data. Node.js uses an event-driven, non-blocking I/O
model that makes it lightweight and efficient, perfect
for data-intensive real-time applications that run
across distributed devices, making it perfect for
streaming real time joint data to multiple clients. The
Experiencewitha3DKinectExergameforElderly
233
rendering of the data was handled in any WebGL
capable web browser by a WebGL wrapper called
Three.js, which was then displayed via HTML5.
These coupled with the Kinect SDK and OpenNI to
gather the joint data of the users made up the full list
of the main technologies used.
Figure 1: The start pose.
5.3 Game Poses
To start the game, both arms should be lifted as
shown in figure 1. A pause pose is implemented, and
this is the standard pause pose for Kinect
TM
– i.e. the
arm is held in 45 degrees from the body. This is
shown in figure 2.
Figure 2: The pause pose.
To turn to the left, the player has to lift the left
arm, and to turn right the player has to lift the right
arm. To move forwards, the player has to step in
place. To grab items coming towards them from the
ceiling, they have to lift both arms.
5.4 The First Demo and Prototype
A first demo was made and tested on a user group.
The demo was pretty rudimentary, but enabled us to
try out the concept on end users as part of a user
centred design and development. This demo
consisted of three scenes: the first was in the garden
where the players should find the key, the second
was in a room where items were collected from
above the player and, the third was back in the
garden, but this time the players had to search for the
items that they had collected and walk up to them.
The game was played in single player mode, since
we first wanted to capture the reactions on playing a
3D game, and the main game concepts. The game
requires correct movements, for instance items can
only be collected if the arms are raised. It is possible
to register game activities, but this was not done in
the first prototype.
Graphical elements of this first demo were
changed after a session with seniors. Please see
figure 3 that shows colour and texture of the lawn,
figure 4 shows that we made changes in the room
and, figure 5 shows the colour and size of the key
and the avatar. Still the graphics will need to be
changed in a later version. After the changes were
done, we had a lab test with six users.
Figure 3: Grass on the lawn before (top) and after changes.
The dark colour and texture of the grass made it hard for
the elderly to see, so we made the grass lighter and with
less texture.
5.5 The Lab Test Setup
The lab test was performed in the premises of the
researchers. Three rooms were set up for the lab test:
1. A lab where the tests were performed.
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2. An interview room where one researcher would
be together with the user who had just
performed the test
3. A waiting room with coffee available for those
who either waited for their turn or were finished
with the trial.
Figure 4: The walls in the room before (top) and after
changes. Also here the users found the pattern too dark
and disturbing.
Figure 5: The avatar and the key in the lab test version.
Also the lab test was performed in single player
mode since adding remote players would make the
game more confusing, and we wanted to test how
they reacted to the 3D game environment.
One researcher was taking care of the technology
for all the participants in the trial. One researcher
would watch and fill in the observation protocol.
6 RESULTS
All six got help to select player and start the game
and all played the game to the end without any other
help than oral guidance. The users did not operate
any menu buttons in this first prototype, all
gameplay and interactions were via poses and body
movements. The main results of the trial were
encouraging, the players both found it fun and easy
to understand how to play, and they also found that
the exercises were useful.
6.1 Interacting with the Game
All agreed (one strongly) that it was easy to navigate
in the game, but all except one also agreed that it
was confusing with all the different poses. One also
said that it was difficult to see, and particularly to
read the text, because of cataract
. However two
found it difficult to understand the rules at first.
These findings were confirmed by the
observation protocols. Some players had initial
problems, three out of the six had to repeat actions,
but we observed a learning effect by all the players
except one who did not have problems.
The players
found the avatar ugly, but they still understood that
the avatar was mimicking their own movements.
6.2 Game Exercises
Since this was a lab test to see how the players react
to this kind of exergame, there were no physical
measurements and also no physiotherapist present
during the testing. However, we wanted to know
whether the seniors themselves perceived the
exergame as real exercises, and their perceived
usefulness of the game is summed up in Table 1. All
six found that the exercises were good for them and
that a game like this was useful. We also wanted to
know if they would recommend the game to friends,
since this gives an indication about how they find it.
One would not recommend it, the other five would.
One also said that it is important to move all the
time, and that through exergaming they would do
exercises they would not have done otherwise.
A woman who had osteoarthritis said that the
exercises were good for her. One even said that she
got exhausted because it was so hard to get the key
and therefor she had to walk a lot.
Table 1: Perceived usefulness of the game as physical
exercise. Number of persons who 1: disagree strongly, 2:
disagree, 3: neither agree nor disagree, 4: agree, 5:
strongly agree.
1 2 3 4 5
It is easy to perform the exercises 2 4
The exercises are good for me 1 5
I feel safe when I play the exergame 2 4
The game is useful for me 2 4
It is easy to understand the game
rules
2 2 2
I liked to play the game 2 4
I would recommend this game to
friends
1 4 1
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We asked what they liked the most, and we got two
replies; one said the arm movements were the best
while another one liked best to find the key; and this
latter was the one who had the biggest problems
finding it.
We also asked whether they would prefer to
exercise at regular times, and four out of six
confirmed that they would.
6.3 Other Issues
Some other issues also emerged during the
observations and interviews. The main impression
based on the observation protocol is that all were
very eager during the play. They seemed interested,
and played through the entire game.
All six found that the graphics were OK in the
new version and, that it was easy to get an overview
(three agree and three strongly agree), but one out of
the six thinks there was too much information. Five
also agreed that they liked the music while one was
neutral – he told that he had not noticed that the
game had background music, since he was
preoccupied with the gameplay.
One person would like more rhythm in the game
and one had problems catching the key. Another one
tended to walk forwards and had to move back. One
person also forgot how to turn, but all learnt during
gameplay.
A general observation is that all the players
seemed to find the game fun. We noticed that our
game
had problems registering the walking of
particularly two women. We don’t know why, but it
could be that the game was not calibrated to their
bodies. They did not wear skirts or clothes that
might disturb the way they are tracked by the
Kinect
TM
camera.
Also at the end they wanted to stay in the garden
and walk around after they had found their collected
items and received the final reward.
In the group discussion we tried to get some
comments about the difference between the Wii 2D
games they were used to play, and this new 3D
game. Some had not noticed the difference and some
said the 3D game was more challenging. All the
players agreed that the avatar was ugly, but they
liked that they could play at their own speed.
7 DISCUSSION
7.1 Playing a 3D Game
The participants enjoyed the game prototype, but
they also found it challenging. This is in our opinion
a good thing, since gameplay is about learning and
mastering. If it is too easy the first time, they will get
bored quickly.
Also the interface gave some challenges. To start
with the participants had some problems moving
around in a 3D environment. However, they seemed
to learn pretty fast, although some of them moved
too much around on the floor and ended up too close
to the camera. One participant even wanted to move
around in the 3D environment to search for the key,
and the others wanted to stay in the game garden
after the game was over. We think this shows that
the players liked the 3D environment. Maybe this
environment gives the game more life and in
particular makes the game environment more similar
to real life? We feel that a 3D exergame can be
further investigated for this target group.
Figure 6: Collecting items in the room.
Some found the different poses confusing. Since
this was the first time most of the players tried
Kinect
TM
, it was probably a bit overwhelming both
to learn how to control the avatar and to play the
game. (Juul and Norton, 2009) point out the border
between interface and gameplay is not always clear,
and when the interface is a totally new technology
for the players this is important. Since they learned
during the gameplay, we think that they also will get
familiar with the poses if they play regularly.
The game should also have been calibrated to
each person, which we did not do because of time
constraints. This fact could explain the previously
stated difficulties a couple of our players had.
Many in our target group have problems with
lifting one or both arms, particularly above the
shoulders. It should be possible to personalise the
game, for instance, by calibrating each user’s
possible range to lift the arms. In this way we can
ensure that all are able to play with their abilities.
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7.2 Graphics
The first graphics were not made particularly with
elderly in mind. In the first version it was more
important to make the game mechanics work. The
graphics of this version were thus rudimentary and
the players had problems to see items due to
patterns, colours and sizes. We also had some
comments about the ugly avatar that was basically
an avatar skeleton mimicking the users’ movements.
7.3 Exercises and Usefulness
The main purpose of the exergame is to motivate to
physical activities. The players reported that they
felt that this game gave good exercise, and they
particularly liked that they had to use their arms.
We could observe that some got exhausted by
walking, since they had to step in place in all three
scenes. In this first version they can wave and hug
themselves in the first scene, but it is only in the
room scene that they really get to use the arms. With
a careful design of more scenes, we think that this
game can give a varied set of exercises and still be
fun to play. However, this must be tested with a
more mature version and with a larger number of
players over time.
7.4 Social Gaming
The game was originally designed as a multiplayer
game, and this has been tried by researchers, but not
yet by the main target group. So as to not embarrass
or disturb the players, they are only supposed to see
the other players in the first and last scenes, while in
the “real” exercise scenes they can perform the
exercises at their own speed and level without
anyone seeing what they do.
To be able to play simultaneously, the players
have to agree upon a time to play. We think that it
can be motivational to see that others also are
coming to the training sessions, but this still remains
to be demonstrated. Also most of our test persons
said that they would prefer to train at appointed
times. In a multiplayer mode you can play at set
times, and also see who else are playing.
7.5 Other Issues
One of the players wanted the game to contain more
rhythm. This is not in the current game design, but
for instance, it could be possible to include a room
with dance music where the players can move to the
rhythm.
One person also asked for the key to be randomly
placed, and maybe it would also be possible to
create an exercise scene where the players have to
search for items behind things. This can also be
considered in a future game design.
8 CONCLUSIONS
The main conclusion is that seniors can grasp a 3D
gaming environment as in our game quite easily, and
they can learn how to navigate around and play with
different poses and body actions. They also find it
challenging and fun, and many would recommend it
to friends. This means that the game could be
motivational to play. We also see that they actually
have to perform the correct movements to achieve
the game goals.
We know that many elderly play commercial
exergames regularly on senior centres and nursing
homes, also Kinect
TM
games. We do however think
that many of those games are not suitable for our
target group. The game prototype gave the players
the possibility to have only one focus of attention,
and they can take the time they need to manage the
tasks, and the trials were promising. In a later
version we must however spend more time on
graphics and colours. Also the avatars should get a
facelift since they actually represent the players.
We also think that this gives a better opportunity
to implement exercises that are useful for the
elderly, and they will be able to perform more
controlled movement. It should, however, be
possible to have a chair for support for those who
might be afraid to fall. Nevertheless, we realize that
we need to spend time on calibrations, since some
had problems interacting properly with the game.
Last but not least – a game must still be a game
even if the players are old. There should be goals
that are hard, but not impossible to reach, there must
be challenges, and a game both needs good feedback
during play and rewards when the goal is reached.
In future work the game should be further
developed with more scenes, better graphics and the
possibility to make user profiles and maybe
personal avatars. Studies should both consider
whether the game can motivate to increased physical
activity, including in multiplayer mode as well as if
the game has a physical effect.
ACKNOWLEDGEMENTS
We would like to thank the senior centre for helping
Experiencewitha3DKinectExergameforElderly
237
us to recruit seniors for the trials. We also thank the
players who spent some hours with us playing and
giving their feedback. The study was performed in
the JoinIn AAL project Join-In partly financed by
the Norwegian Research Council.
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