better values in the socio-emotional field than those
who had never played.
An emerging paradigm in video games is
pervasive games. According to Montola (2005),
pervasive games are a genre of play that breaks the
traditional boundaries of the game, defined in terms
of spatial, temporal and social dimensions. When
producing games according to this new paradigm, the
particularities of these games must be considered, and
their specific characteristics given by the pervasive
expansions in the axes of time, space and social
interaction, those that are not present in traditional
games.
Pervasive games have had a rapid growth in
different fields, as evidenced by the proliferation of
game experience designs of this type (Arango-López
et al., 2017a). There are works (Kasapakis and
Gavalas, 2014) that compile numerous developments
resulting from design experiences in context such as
education, health, entertainment and tourism, among
others. Thus, from the collection of experiences
emerged the definition that says that "A pervasive
game offers the player a game experience enriched by
an evolution of the game dynamics, expanding the
space of the game according to the context in which
it is played. In this way, the boundaries of the game
world are broken, making reality a part of it and the
elements present in that reality can have an influence
on the game" (Arango-López et al., 2017b). This
definition was presented based on the identification
of the main elements present in this type of games,
which are: devices, context, social interaction, time,
space, multi-reality and crossmedia. All linked by
means of a pervasive narrative.
Taking all this into account, we have designed and
developed a pervasive game oriented towards elderly
people, with the aim of improving their quality of life,
both physically (since they will have to move around
their environment to play, which stimulates physical
activity) as at a cognitive level (since the game
involves unlocking memories, which will stimulate
your memory). The game consists of looking for
certain objects (usually photos) that, when detected,
generate virtual objects through augmented reality.
Touching that item will unlock a memory that will
become part of an album, and advance the player in
his progress. Our game will be pervasive on a spatial
level, having to move to be able to complete it and
potentially have any location, temporary, as it could
be played at any time, and also social, as people who
play can interact in the meantime with other people
who are not players.
In order to test the usefulness of our game, we
have carried out an initial validation in which we have
worked on the technological acceptance of the game.
Therefore, we have used a questionnaire based on
TAM (Davis, 1989), the most popular model for
technological acceptance. By means of this
questionnaire, we have asked about the perceived
usefulness of the game and its perceived ease of use.
The rest of the article is organized as follow.
Section 2 collects related work on pervasive games
for elderly people. Section 3 describes in detail the
game presented. Section 4 explains the initial
validation that we have carried out. And finally, in
Section 5 we gather the conclusions on the work
carried out and some lines of future work.
2 RELATED WORK
In recent years, there is a lot of activity in the
development of games for elderly people. In addition,
the authors of these works have drawn interesting
conclusions as to what should be taken into account
when developing video games for adults. Several
relevant works in this area will be mentioned below.
In (Cota et al., 2015), the authors conducted a study
on aspects that lead elderly people to play games for
the mobile phone. The study consisted of developing
a catalogue of games, so that the preferred genres of
elderly people were identified. From there, the
authors developed a game called Traveling the
World, with several mini-games of the genres
preferred by the elders. Through this work, the
authors identified several elements of motivation
relevant to the elderly people, such as, for example:
the interaction of the player always has an associated
result, the difficulty increases gradually, the
mechanics are simple, information about the benefits
of playing, or aspects of usability, such as color
contrast or large, clear images.
Another interesting example of game, which has
certain similarities with the one we will present later,
is the one described in (Mubin et al., 2008). This
game, also designed for mobile phones, combines a
classic game of looking for identical cards with the
search for specific physical locations. In this way, we
could say that there is also something pervasive about
it. It is a game that can be collaborative, and thus
enhance the social aspect. After the evaluation of the
game, called Walk2Win, the authors drew certain
recommendations, such as: this type of games should
reach as wide an audience as possible (even if certain
elders participate passively), rules should be
minimized, it is interesting to introduce elements of
familiar games, gender distinctions should be