Participatory Design of Fall Prevention Exergames using Multiple
Enabling Technologies
Christos Goumopoulos
1
, Michail Chartomatsidis
2
and Georgios Koumanakos
3
1
Information and Communication Systems Engineering Department, University of the Aegean, Greece
2
Depia Automations, Thessaloniki, Greece
3
Frontida Zois, Patras, Greece
Keywords: Exergames, Fall Prevention, Human Centered Design, Focus Group, Kinect Sensor, Virtual Reality, Smart
Floor, Design Guidelines, Elderly.
Abstract: Exergames provide significant health benefits for older people. In particular, reinforcing strength and balance
through exercises is an effective measure to prevent falls. In addition, cognitive improvements and mental
benefits for the elderly can be achieved through physical activity tasks. In this paper a new exergame platform
is introduced that combines hardware and intelligent software to create adaptable gaming experiences to
improve physical and cognitive functions of older people. The platform integrates different enabling
technologies (motion recognition sensor, virtual reality and smart floor) to provide the user with a wider
variety of interactions and exercises. The design and development of the exergames is based on the principles
of human centered and participatory design as this approach is particularly suitable for the development of
technological solutions targeted towards the elderly. In this context, the main methods applied are the
development of prototypes and use of qualitative research methods such as participatory development with
the help of a focus group using interviews, questionnaires and end user observation. Representative exergames
were presented in the form of high and low fidelity prototypes for feedback to both end users and healthcare
experts. The data collected from a focus group workshop have been analyzed in order to provide the main
guidelines and to record aspects that require attention in the design and implementation of the exergames.
1 INTRODUCTION
In 2050 the world population of the elderly (aged 65
and over) is estimated to be 1.5 billion (United
Nations, 2020). While long living is an important
accomplishment of the present societies, the cost of
ineffective aging is significant both individually and
socially. Interventions that can support effective
aging are therefore of great importance to improve the
quality of life and well-being of older people.
On the other hand, even normal aging has a
detrimental effect on the body and the mind
associated also with the increased risk of falling
(Melzer et al., 2004). Falls have significant
consequences for the elderly, as the feeling of fear
develops strongly, resulting in a negative impact on
their behavior, causing in general the avoidance of
activities. Moreover, according to studies, 5-20% of
falls have serious consequences, such as head
injuries, fractures and in extreme cases immobility or
even death (Sterling et al., 2001). The large increase
of elderly falling cases makes research targeting their
prevention an important public health priority.
Studies have shown that systems directed at
improving the physical condition of the elderly lead
to a reduction of up to 50% in the risk of falling
(Gillespie et al., 2012).
Recently the development of systems that support
exercising in the form of games (exergames) has been
observed. These systems have been proven to be safe
for the elderly and help improve both cognitive and
physical functions to a greater extent than traditional
ways of practice, mainly due to the motivation they
provide to users (e.g. entertainment, challenges in the
form of different difficulty levels, scoreboards etc.)
(Skjæret et al., 2016). The critical question, however,
is whether these systems are easy for the general
public to use. Research has shown that although
existing systems help significantly to reduce the risk
of falling, it is, still, difficult to use them by people
who are unfamiliar with this technology, such as the
elderly (Nyman et al., 2012). Moreover, the lack of a
simple interface often makes their adoption difficult.
70
Goumopoulos, C., Chartomatsidis, M. and Koumanakos, G.
Participatory Design of Fall Prevention Exergames using Multiple Enabling Technologies.
DOI: 10.5220/0011044100003188
In Proceedings of the 8th International Conference on Information and Communication Technologies for Ageing Well and e-Health (ICT4AWE 2022), pages 70-80
ISBN: 978-989-758-566-1; ISSN: 2184-4984
Copyright
c
2022 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
Most systems have been developed using sensors
that are provided by commercial gaming machines
such as Nintendo Wii, and Microsoft Kinect Xbox.
However, the games that have been designed are not
adapted for the elderly as there is often difficulty both
in using and in understanding them, so the presence
of a third more experienced person is always required
to guide the users (Valenzuela et al., 2018). It is
understood that such a situation prevents older people
from using this technology while creating a feeling of
fear and lack of confidence.
In addition, with the recent emergence of virtual
reality technology, a new way of practice is emerging
in a more realistic environment (Xu et al., 2020). In
addition to the physical condition, studies have shown
that using this technology can bring improvements on
cognitive skills. On the other hand, even this practice
is aimed mainly at young people familiar with the
technology. Furthermore, its usage becomes even
more difficult as it requires the use of one or two
additional remote controls.
With technology rapidly evolving, advanced
systems tend to become accessible by all citizens. It
is therefore important to determine not only the
effectiveness of games in terms of physical and
cognitive improvement but also to identify the most
appropriate technologies to be applied in order to
ensure the safety of older people in different
situations. The development of a platform that
combines new technologies and provides solutions to
fill gaps and shortcomings in existing systems is
therefore necessary.
In this paper, a new exergame platform,
developed in the context of the GAME2AWE project
(https://game2awe.aegean.gr/), is introduced that
combines hardware and intelligent software to create
adaptable gaming experiences to improve physical
and cognitive functions of older people.
GAME2AWE aims to develop a platform for game-
based exercise applications suitable for the elderly by
integrating innovative features that combined are not
provided by existing systems, to the best of our
knowledge. The objectives of GAME2AWE are
served by the following research and development
activities:
Design of games suitable for the elderly following
a human centered design approach regarding
game mechanics specification by involving all
relevant stakeholders (elderly, caregivers,
medical experts, system and game engineers) in
all phases of system development.
Combining multiple technologies for the
development of the GAME2AWE platform in
order to support multimodal interactions (voice,
gestures, movement and touch) which can
facilitate the implementation of game scenarios in
a way that motivates and enhances users’
autonomy while making the platform easy to use.
Design and construction of a robotic tile as a
component for the assembly of a smart floor
which will serve as an autonomous computing
platform for the deployment of games that train
motor and cognitive functions.
Integration of measures in the game mechanics
that have been proven to predict the risk of falling,
such as the Choice Step Reaction Time (Lord and
Fitzpatrick, 2001), providing the potential for
using the platform as a diagnostic tool.
Application of machine learning algorithms to
analyze the data collected by the platform in order
to: a) define more effective exercise programs by
adapting the difficulty level to the profile of each
user; b) train a model to classify users at cognitive
and motor levels according to their performance.
Evaluation of the game platform in three
dimensions (motor, cognitive and technological)
by applying a randomized controlled trial and
using valid relevant scales.
For the development of the exergames a first
inventory of potential games in the form of scenarios
and key features was assembled based on relevant
studies (Sato et al., 2015; Shaw et al., 2015; Skjæret
et al., 2016; Xu et al., 2020) and our own relevant
experiences (Kostaki and Goumopoulos, 2016;
Chartomatsidis and Goumopoulos, 2019).
Subsequently, in order to meet the above-mentioned
objectives, representative scenarios were selected
from two main themes “Life on a Farm” and “Fun
Park Tour”, and were presented for feedback to both
end users and healthcare experts within a focus group.
The data collected from the focus group workshop
were analyzed in order to provide the main guidelines
and to record aspects that require attention in the
design and implementation of the exergames.
The rest of the paper is organized as follows.
Section 2 explores the topic of physical activity.
Recommendations proposed for physical activity by
organizations and relevant literature with a focus on
fall prevention are reported. Sections 3 and 4 discuss
the methodology that frames the development of the
platform and the participatory design of the
exergames. Finally, the conclusions are given.
Participatory Design of Fall Prevention Exergames using Multiple Enabling Technologies
71
2 PHYSICAL EXERCISE
RECOMMENDATIONS FOR
ΤΗΕ ELDERLY
The World Health Organization (WHO) and other
associations have made recommendations for
physical activity referring to adults over 65 years of
age according to which elderly people should perform
150 minutes of moderate aerobic activity weekly, or
alternatively 75 minutes of intense aerobic activity
(American College of Sports Medicine, 2013). A
combination of moderate and intense exercise during
the week is an alternative option. For example,
moderate physical activity may include activities
such as walking at a regular and quicker pace,
housework, woodworking, cutting the grass and
dancing. Intense physical activity, on the other hand,
includes jogging and running, construction work,
farming, swimming and cycling.
Aerobic activities are also recommended to take
place in sessions of ten minutes at the minimum and
to combine exercises for strengthening muscle power
two or more times a week. The WHO highlights
physical activities that enhance the balance for
seniors with low mobility capacity. Performing these
exercises thrice each week can lead up to 30%
reduction of the falling risk (World Health
Organization, 2008). If the recommendations on
exercising cannot be reached, because of health
problems, the elderly adults should aim to be as
energetic as possible in a safe manner that improves
their physical condition. In addition, exercising five
hours a week, corresponding to moderate aerobic
activity of 300 minutes, or intense aerobic activity of
150 minutes, renders greater health benefits such as
reduced risk of harmful weight and chronic diseases.
GAME2AWE aims to offer physical activity
opportunities to older people who experience
physical and cognitive impairment due to aging. The
most frequent expected impairment will be associated
with muscle weakness due to elderliness, which can
lead to falls and other health problems. In this context,
it is important to categorize the games and the
exercises involved according to the needs and
physical abilities of each user.
The review of relevant literature has shown that
strengthening and balance exercises are suitable for
reducing the risk of falling (World Health
Organization, 2008; Tucker et al., 2011; Kiselev et
al., 2015). In this direction, the identification of
suitable exercises to be used in the exergame platform
is important. Physiotherapists suggest stepping
exercises as appropriate, because they have found that
performance in such exercises can be a good predictor
of falls. It also turns out that a recurring exercise
program with stepping exercises can improve the
balance in the elderly. Stepping exercise requires
significant physical activity, which is useful for
improving physical health. Stepping or walking
exercises are also recommended by bodies such as
WHO, the European Health Directorate and the US
Department of Health and Human Services.
Some of the exercises included in the exergames
of the GAME2AWE platform are: ‘walking in
standing or sitting position’, ‘weight shifting in
standing or sitting position’, ‘standing on one leg’,
‘foot stretching’; ‘flank stretching’, ‘weight shifting
to both sides in standing position’, ‘weight shifting
forwards and backwards in standing position’, ‘leg
lifting’ and ‘from chair sitting to standing position’.
3 METHODOLOGY
Our approach is based on the activity theory of aging,
according to which an active lifestyle leads to greater
health both physically and mentally and better quality
of life (Lemon et al., 1972). In contrast, a sedentary
lifestyle leads to health deterioration and
unsuccessful aging (Brown et al., 2008). Against this
background, exergaming is a promising approach to
reinforce the strength and balance of older people, as
exergames can improve both cognitive and motor
capabilities.
3.1 Technologies
One of the most well-known technologies used in
exergames is the Microsoft Kinect motion sensor
(Zhang, 2012), which allows the user to interact with
the computer through the use of gestures, movements
and voice commands. In particular, Kinect 2.0 is an
interactive motion detection device consisting of an
infrared (IR) projector, an IR camera, an RGB camera
and a multidimensional microphone. It also supports
voice input and recognition. Kinect can detect in real
time a human body (or multiple bodies) and locate its
skeletal structure, in terms of a 25-joint skeletal
model, when an individual is in sight. Thus, users do
not need to wear sensors since system interactions can
be realized through diverse movements and gestures.
Kinect streamlines interactions and enables more
natural communications, making it easier for the user
to engage with the game.
The integration of Kinect in exergames and its
positive contribution regarding the improvement of
strength, endurance and balance of the elderly has
ICT4AWE 2022 - 8th International Conference on Information and Communication Technologies for Ageing Well and e-Health
72
been reported in several studies (Sato et al., 2015;
Skjæret et al., 2016). The low cost of the equipment
makes it accessible to the elderly and allows even for
daily exercise at home.
Figure 1 illustrates an example exergame foreseen
in the GAME2AWE platform using the Kinect
motion sensor. In this scenario, the players’ mission
is to collect olives from an olive tree land in the digital
space of a series of games called “Life on a Farm”.
The mechanics of the game incorporate movements
which were selected as appropriate exercises for fall
prevention while at the same time serving a specific
goal in the gameplay. For example, side steps are used
for selecting a tree to harvest. A rowing movement is
used for spreading the olive collection sheet, while
arms lifting is used for harvesting crops. In more
advanced levels of the game more demanding
movements are required for harvesting, such as flank
stretching with arm lifting and standing on one leg
with arm lifting.
Figure 1: An example game using Kinect sensor in the “Life
on a Farm” theme of the GAME2AWE platform.
Virtual reality (VR) technology presents a three-
dimensional virtual world in which a person can
move and interact with objects around her, giving the
user the feeling that she is actually in the virtual
world. From a technical point of view, VR systems
are built on three concepts: Interaction, Imagination
and Immersion (Sheridan, 2000). Interaction refers to
the ability of shaping the virtual world according to
the user's actions and the user's ability to interact with
objects in the virtual world. Imagination is the ability
to perceive the virtual world and its components as
real. Immersion is the degree to which we can
perceive our presence in a non-real world as natural.
Utilizing VR technology can greatly benefit the
elderly in terms of cognitive stimulation. VR creates
an interactive and immersive environment that gives
users the impression of joining a virtual world. This
technology allows the elderly to visit various places,
immersed in a virtual setting that would normally be
quite dangerous or too far away or impossible to
occur due to health problems (Xu et al., 2020). Figure
2 illustrates an example VR game that is foreseen in
the GAME2AWE platform to train cognitive skills
such as visual perception, concentration and problem
solving. This game belongs to a series of games
within a common theme called “Fun Park Tour”. It
refers to a virtual tour in a park where the user can
choose to play games that have a fun character while
at the same time it is required to perform movements
that are relevant to fall prevention.
Figure 2: An example VR game in the “Fun Park Tour”
theme of the GAME2AWE platform.
Although VR is a technology with several design
challenges, when used in exercise games (Shaw et al.,
2015), it has been shown to provide a safe and
appropriate environment that can be adapted to the
needs of each user. The use of this technology has a
positive effect on the elderly with chronic diseases
such as dementia, improving both their physical and
cognitive status (Eisapour et al., 2018). Apart from
cases of dementia, VR has been applied to other
diseases such as musculoskeletal and post-cerebral
rehabilitation (Gervasi et al., 2010). Researchers have
used VR-based commercial exergames that aim to
enhance various physical functions in the elderly,
such as balance and strength. The effectiveness of VR
technology in reducing the risk of falling, for
example, has been explored at a preliminary level (de
Melo et al., 2018).
Moreover, although systems incorporating VR
have proven to be effective in improving the motor
and cognitive condition of older people, an obstacle
often encountered is the need to have one or two
additional remote controllers which may not be
acceptable by older people. GAME2AWE proposes a
combination of camera motion recognition
technology (Kinect sensor) and VR aiming at
removing additional sensors from the user thus
providing greater freedom of movement.
Augmented reality (AR) varies from VR as it
involves the introduction of virtual entities into the
real environment, instead of the creation of a
completely virtual space. It usually includes an
indirect representation of the real environment, with
Participatory Design of Fall Prevention Exergames using Multiple Enabling Technologies
73
virtual features and information, thus enhancing the
user's sense of reality. Mixed reality (MR) is
described as a wide intersection between VR and AR,
which integrates 3-D holograms into the real
environment. These forms of technology include
applications aimed at cognitive practice, which
includes decision-making and learning in a virtual
environment (Aruanno and Garzotto, 2019).
Another way of exercising that is explored is
through the use of an interactive mat or floor (Heller
et al., 2014). The smart floor offers the ability to
create an integrated system with autonomous power
without the use of additional equipment such as
computers or power supply. The information is
transferred by the user to the floor through pressure
which is measured from embedded sensors on the
floor. In GAME2AWE platform, the smart floor has
a modular structure (puzzle format) making it easy to
assemble and adapt it to any space (Figure 3).
Figure 3: Smart floor module model in the GAME2AWE
platform.
Technologies that do not require the use of a
complex user interaction environment such as the
proposed smart floor are more suitable for the elderly
to improve their physical and cognitive functions.
The smart floor will be used as a large touch screen
to project motion patterns that users individually or in
groups should follow in the scenario of a game. For
example, in the dancing game, foreseen in the
GAME2AWE platform, there are predefined shapes
(arrows) on each tile of the smart floor. The smart
floor displays one of these shapes and the user is
asked to step on the tile with the corresponding shape
within a timeframe.
Another objective served by the smart floor is the
integration of the Choice Step Reaction Time (CSRT)
metric in the games as a predictor of falling risk.
Participants are asked to take quick steps in response
to the corresponding visual stimuli presented
randomly on the tiles and return back to their original
position. CSRT is measured in milliseconds and may
be broken down into three components: a) reaction
time, i.e., the time from the presentation of the
stimulus to the lifting of the foot; b) motion time, i.e.,
the time from the lifting of the foot to the contact of
the foot on the lightened tile; c) total response time,
i.e., the sum of reaction and motion time. According
to the study of Lord and Fitzpatrick (2001), elderly
who are prone to fall have significantly increased
CSRT times (1322±331 msec) compared to elderly
people who are not prone to fall (1168±203 msec).
3.2 Architecture
GAME2AWE proposes an innovative combination of
motion detection technology, VR and smart floor thus
providing the user with a greater variety of
interactions and exercises. The architecture of the
GAME2AWE platform is illustrated in Figure 4. The
Device Layer is the first level of the platform
architecture, where external devices communicate
with the system. The information collected by the
devices is forwarded to the Data Layer where it is
modeled using machine learning algorithms. The
information is then classified by the Analysis Layer
for the purpose of accepting or rejecting an
action/movement. In case of acceptance, information
is perceived by the user through Game Mechanics.
The game mechanisms inform the system about the
progress of the user in the gameplay in order to make
the corresponding adaptation of the game parameters.
The Adaptation Layer defines how to communicate
from a set of services to and from the Interaction
Layer. Finally, the Interaction Layer provides the user
interfaces.
The Adaptation Layer (AL) is an important
module of the architecture that provides the system
intelligence to create adaptable gaming experiences.
The AL is responsible for adjusting the parameters
and elements of each game. A key topic in the design
of the AL is to provide the ability to adapt the
elements that are related to the difficulty level of the
game. The games in the platform contain a variety of
parameters that can be used for the adaptation
process. For example, in the olive harvest game
(Figure 1) such parameters include the number of
trees, the crop type, color, and the growing frequency.
The input data that the AL will use to make decisions
on the configuration of the gameplay parameters will
be derived both from the data of the current game
round as well as from the corresponding performance
data from previous game sessions, which will be
retrieved from the data repository. This data will be
processed and given as input to machine learning
models. The result will be a set of parameters that will
regulate the adaptable elements of the game.
ICT4AWE 2022 - 8th International Conference on Information and Communication Technologies for Ageing Well and e-Health
74
Figure 4: GAME2AWE platform architecture.
The use of machine learning models is justified
by the fact that the parameters to adjust for each game
will usually be more than one, and the degree of
variation for each of them would be different in each
step, which means that it would be extremely difficult
to rely is simple conditional statements in order to
build the decision logic.
3.3 Development and Evaluation
Human centered design according to ISO 13407
(International Organization for Standardization,
1999) for interactive applications is followed for the
development of the exergame applications. The
design is based on an iterative process where face-to-
face meetings take place at the initial stage between
the application development team, the elderly and
health specialists (physiotherapists, orthopedics,
psychologists) who are invited to identify possible
interaction activities and the basic mechanisms
related to the interventional goals of each game. A
focus group is created to help refine the
characteristics of each game and the body movements
that will be used to empower the elderly during the
game. By capturing the initial plan of the application,
a quick prototype of the game concept is
implemented, which is given to users for evaluation.
The development team responsible for analyzing user
assessments and for confirming the suitability of the
prototype usage, takes an active role at this stage. This
is followed by a redesign phase with improved game
rules and interactions prior to the final development
of the prototype.
The evaluation of the platform includes three
dimensions: motor, cognitive and technological. A
total of 60 users are foreseen and their participation is
based on age (65 years) and health criteria
(possibility of independent movement, absence of
serious health problems). The methodology includes
a control group and an intervention group using a
randomized controlled trial. For all users,
measurements of motor and cognitive functions will
be recorded before and after the use of GAME2AWE
exergames. The intervention group will use the
GAME2AWE platform 1-2 times a week until each
participant completes 24 sessions. Valid relevant
tests/scales will be used for the motor axis such as: 30
Second Sit to Stand Test (30SST), Berg Balance
Scale (BBS), Choice Stepping Reaction Time
(CSRT), Functional Reach Test (FRT) and Time Up
and Go (TUG). The Mini-Mental State Examination
(MMSE) and Montreal Cognitive Assessment
(MoCA) scales will be used for the cognitive axis. For
the technological acceptance of the platform by users,
parameters such as Perceived Usefulness, Perceived
Ease of Use and Output Quality (Technology
Acceptance Model 3) are evaluated. The Physical
Activity Enjoyment Scale (PACES) will be used to
assess user satisfaction. Qualitative research will be
carried out through semi-structured interviews with
the users participating in the pilot study. This research
will also identify subjectively the measure of quality
of life improvement. The following functions will be
examined by experts to assess the improvement
brought by the use of the GAME2AWE platform:
walking, muscle strengthening, balance, space-time
orientation, attention, concentration, memory and
observation.
During the use of the platform, the system collects
and stores encrypted performance data such as game
scores, interaction time with the game screens, game
usage frequency, games successfully completed,
number of errors, etc. The platform relies on
pseudonymisation to store users and connect them to
the corresponding information collected from them.
The stored data is used by machine learning
algorithms to define more effective exercise
programs to reinforce balance and strength in order to
prevent falls and improve cognitive abilities. In
addition, the discovery of patterns in stored data will
be exploited to classify older people at diagnostic
levels in order to complement traditional diagnostic
tools.
The research data to be collected during the
evaluation of the game platform will comply with the
requirements of the legislation on the protection of
Participatory Design of Fall Prevention Exergames using Multiple Enabling Technologies
75
personal data and in particular with the General Data
Protection Regulation. The participation of users in
the research will require their written consent in
accordance with ethics and ethical rules in scientific
research.
4 DESIGNING EXERGAMES
WITH A FOCUS GROUP
4.1 General Observations
There are many important questions that need to be
answered in order to create an exergaming technology
that is suitable for the elderly. Motivating people to
physical activity is not always an easy task and this
can be particularly true for older people. Studies have
shown that exergames by their nature motivate the
elderly to exercise as long as they provide enjoyment
at the same time as exercising.
The social interaction that can occur when playing
games in groups is also an important incentive that
enhances the eagerness for using exergames and
should be taken into account in the design of games.
Even the choice of the appropriate music and more
generally the sound stimuli provided by the
application to enhance the exercise experience can be
a positive incentive for the continuation of exercises.
In principle, the different needs and expectations
of older people must be understood, while taking into
account their different characteristics. Contact with
end users is important to meet these needs. A key
element is therefore the involvement of the elderly in
the process of developing applications following a
human centered design approach. The involvement of
health and care experts is also very important for
example in selecting appropriate exercises and
integrating them into games. Under this approach
tools that can help are, for example, interviews and
focus groups (Dwivedi et al., 2012).
4.2 Focus Group Workshop
A qualitative research was carried out using a focus
group (FG) that is considered vital in the human
centered design process adopted for the exergames
development. The research was carried out through a
coordinated group discussion based on the
perceptions and experiences of the participants. It was
thought that a group discussion would encourage
participants to share experiences in order to draw
useful conclusions. Basic rules were followed which
argue that a FG workshop should last one to two
hours and have 6-12 participants. Questions should be
asked in such a way that participants can express their
views and are not limited to ‘yes’ or ‘no’ answers
(Bruseberg and McDonagh, 2002).
The FG workshop took place in September 2021
in the facilities of a daily care center for elderly and
lasted 2 hours. Participants after being informed of
the objectives of the meeting validated their voluntary
participation by accepting the terms and signing the
relevant consent document. The FG sample consisted
of all the main stakeholders planned to be involved in
the design of the game platform (i.e., elderly, care
givers, health specialists and system engineers). The
FG workshop was conducted with eleven participants
(N=11) which were categorized into two primary
roles: elderly as end users and domain experts. Table
1 contains basic demographic features of the FG.
Table 1: Basic demographics of the Focus Group.
Characteristic Experts End Users
N5 6
A
g
e
(
av
g
±stdev
)
37.2 ±7.91 68.5 ±11.64
Gender
(
male/female
)
2/3 1/5
Education years
16
9.66 ±4.27
Technology familiarity* 4 2.16 ±1.72
*Technology familiarity (e.g. frequency of internet usage
and computing devices) was assessed with relevant
questionnaire items in a scale of 0 to 4.
In this context, a brief introduction was provided
by the scientific coordinator of the study on the
objectives of the meeting and the technologies to be
used. Then game concepts and scenarios were
presented in two stages and at each stage a group
discussion was held which was structured in order to
collect appropriate information that will contribute to
the better design of the exergames. Prototypes from a
previous study (Chartomatsidis and Goumopoulos,
2019) were also demonstrated. As the end users had
not any previous experience with exergames,
launching the discussion through the presentation of
relevant applications was deemed necessary to
prepare the ground for the discussion. By using
brainstorming and observation techniques as well as
an informal interview with the members of the FG,
helped to capture experiences and opinions, as design
and operational issues of the exergames were
discussed more thoroughly.
Representative scenarios from two game themes
(“Life on a Farm” and “Fun Park Tour”) were
presented to the end users and healthcare experts for
feedback. The objectives of the discussion in the FG
can be summarized as follows:
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Involvement of stakeholders (end users, experts)
in the process of developing the exergames;
Discussion on game themes;
Evaluation of game scenarios/designs;
Clarity of game goals;
User interface simplicity;
Multiplayer support;
Feedback on prototypes to create friendly games
for the target user group;
Assessment of suitability and safety of exercises
and movements incorporated in the game flow.
A discussion guide was used, but at the same time
an attempt was made to make the conversation as
open as possible. The discussion concerned the game
scenarios/prototypes presented. The discussion guide
included questions organized in categories as follows:
General questions
Is this the first time you've seen games that use
the technologies presented?
If so, what have you used in the past?
In what context?
In general, have you ever played computer
games?
If so, on which platform?
Usefulness of applications/games developed
using the technologies presented
Motivation to exercising?
Improvement on:
Physical condition
Cognitive skills
Mood
Self-confidence
Socialization
Could you think of incentives that can help older
people to use such applications?
Could you think of some obstacles refraining
older people from using such applications?
What other services/functionality could be
integrated into the platform to better support end
users with respect to exercising?
General understanding of the subject of the
game, its gameplay and its elements
How does it work?
How are the points earned?
What do the different levels of difficulty mean
and how are they displayed on the screen?
What do you think of combining physical
exercises with cognitive challenges during the game?
Music and sounds in the game?
What do you think of the idea of a series of games,
where new games will be accessed with a small cost?
The climate was positive and the interactive
conversation was very efficient as a climate of trust
and intimacy was established which allowed all
participants to give responses, make suggestions for
improvement and even develop a dialogue between
them without the need for the intervention of the
researchers.
4.3 Data Analysis
Analyzing the data collected in the context of a
qualitative research is very important, as the
conclusions drawn will essentially help to better
design the exergames.
Therefore, the data collected from the FG
workshop, including recordings, handwritten notes
and the reactions during the presentations, were
analyzed. By recording gestures, facial expressions,
tone change, and voice intensity, it was possible to
grasp any enjoyment, difficulty or contrast to game
elements. Such information is equally important for
drawing useful conclusions. For example, when end
users wanted to indicate new themes in games they
spoke calmly and comprehensively, while in points
that did not agree with the structure of the user
interface, the volume of their voice increased, which
testified to their opposition. There was also an attempt
to decode and isolate words or expressions used by
the FG members, such as difficulty, flexibility,
pleasant, obscure, etc.
The main findings of the group discussion held
during the FG workshop are summarized below. The
findings are based on the comments of the
participants and the observation of their reactions
during the presentation of the game scenarios and
prototypes.
After the presentation of the first set of games
(theme “Life on a Farm”) it took some time before
end users made their observations. It turned out that
it was not clear to them from the presentation how
these games work in practice. When it was explained
that the avatar seen on the screen follows the moves
made by the player, participants appeared to be more
aware of how the games work and provided more
feedback. The game theme was positively
commented as it concerned an environment familiar
to most end users.
The participants seem to have liked the game
“harvesting olive trees”. However, there were some
concerns about how the crops would appear on the
trees and how they could organize their harvest.
There were positive comments regarding the
combination of colors and how the scenery generally
looked in the game scenarios. One end user
commented that it would be better for the buttons to
Participatory Design of Fall Prevention Exergames using Multiple Enabling Technologies
77
appear with more shade around their outline to
indicate clearly that this is an interaction button.
As it was conveyed that the games will be
enriched with musical themes, participants wondered
about the genre of music and the sounds that will be
used in the games. Participants were informed that the
goal is to include sounds that are natural to the
environment. It was suggested that music should be
rhythmic to give the right tone for physical activities.
Most participants expressed concerns about the
familiarity of older people with the use of technology
and the use of related applications. In particular, for
the game applications and for the first sessions of the
intervention, they suggested that clear instructions
should be given for the execution of the movements
using an avatar-guide or a video. They also suggested
using a permanent “Show me the move” button that
could be used at any time by the end users when they
need help. A relative view that was expressed
indicated that such game applications could also be
used as an incentive to familiarize older people with
the technology in general.
With respect to the distinct game difficulty levels
and the required movements, participants agreed that
in-game exercise programs should have a variation
from very simple for the weakest participants and
gradually evolve for the most competent. There was
a difficulty in understanding this function at first.
There was a concern that they might be forced into
activities that are difficult and that will not be able to
cope with them. The explanation given that the game
will automatically adjust the difficulty of the game
according to the player’s abilities and that the player
will be able to adjust the choice of difficulty helped
to better understand this platform functionality.
Experts alike end users suggested multiplayer
support, preferably in a collaborative form rather than
competitive. Given that such games could be used in
daily care centers for elderly, a physiotherapist could
work with groups of 3-4 people at the same time, an
option that provides opportunities to enhance elderly
socialization beyond other factors, i.e., motor and
cognitive functions.
The end users in their majority agreed that most
of the movements that are requested in the exergames
shown to them seem feasible albeit some may be
more challenging (e.g. ‘standing on one leg with arm
lifting’), that the exercises seem realistic relatively to
the flow of the games, that these games could be used
for the intended purpose, and that they have
understood most of the information on the screens of
the prototypes presented.
The exercises integrated in the game scenarios
were assessed for suitability by experts in orthopedics
and physiotherapy with positive feedback. According
to their evaluation the exercises selected support the
kinetic dimension of the program and can help the
elderly to reinforce their balance and strength and as
a consequence to prevent osteopenia and to reduce
vulnerabilities and fall risk.
The experts also expressed their concern about the
suitability of the games for people with low mobility.
The approach that can be followed in this respect is to
integrate into the exergames more movements in the
sitting position. From a technical point of view, this
requires training of motion recognition algorithms for
both standing and sitting positions.
Finally, the idea of accessing additional games at
a small cost was discussed. This approach was
thought to have a positive effect on continuing the
exercises for a longer period of time as one can get
tired of playing the same game all the time. Although
participants agreed that the idea is useful they showed
reluctance to pay the cost themselves and wondered
whether their insurance fund could cover it.
4.4 Aspects of Attention
Older people have some characteristics that need to
be taken into account when developing technological
systems for them. These characteristics can be
summarized as follows:
Impairment of cognitive functions such as
memory weakening and reduced ability to learn
new things.
Impairment of sensory functions, such as
reduced visual and hearing acuity.
Intensity of health problems with older age.
Mobility deterioration.
Different needs and requirements depending on
their lifestyle and cultural, social and economic
background.
Need to use auxiliary equipment, for example
using a walker device when standing and
walking.
Little or no familiarity with technology and
therefore a lack of trust in technology systems.
Trust improves when successful interaction with
specially designed systems happens.
Difficulty in retaining and recalling much
information, suggesting that it is important to
take into account memory-related issues.
Response difficulty to more than one task
simultaneously.
The overall analysis of the data collected during
the FG workshop raises some key issues that should
ICT4AWE 2022 - 8th International Conference on Information and Communication Technologies for Ageing Well and e-Health
78
be taken into account in the implementation of the
games. These elements are summarized in Table 2.
Table 2: Aspects requiring attention in the
design/implementation of games.
As
p
ect Desi
g
n Guideline
Game theme
Daily life activities: excursions in
nature, vacation, swimming, fishing, life
on a farm, gardening, sports, dancing,
puzzle games, home tasks, shopping at
the su
p
ermarket.
People
diversity
The game should take into account the
diversity of people (gender, age,
educational attainment, social/cultural
b
ack
g
roun
d
, e.
g
. in the avatar selection
Dual activity
Exercises combining physical
movements and cognitive skills training
Instructions
What is expected by the player, why the
player has to do the exercise and what is
the benefit that will arise?
How will the player carry out various
activities, challen
g
es and exercises?
Feedback
Whether movements are done correctly
Positive and motivating
User
interface
Easy and intuitive menu
Easy navigation
Clearly visible objects
Limited number of information and
elements
Motivation
Enjoyment
Clear objectives that can be achieve
d
Progress
Allow progress in the game to enhance
the player’s self-effectiveness and self-
estee
m
Multiple
levels
Different levels of difficulty, where
additional challenges can be added to
hi
g
her levels
Social
interaction
Multiplayer games or use of games in
daily care centers for elderly people
Music and
sounds
Appropriate music: rhythmic music,
classical music, no music, natural
sounds
(
air, birds, water flowin
g)
Adaptation
of difficulty
Adjust the rate of difficulty change in
the game according to the user’s profile
and
p
erformance
Usage
statistics
Ability to store user’s progress and
results for later analysis
5 CONCLUSIONS
Physical activity is important for the elderly to
preserve good health and quality of life. In order to
encourage the elderly to be more physically active,
they should be provided with easy to use applications
that will actually motivate them to perform helpful
exercises for long periods. In GAME2AWE, the goal
is to create friendly exergames for the elderly using
multiple enabling technologies. The research
hypothesis to explore by the end of the project is that
by using this platform to exercise physical and
cognitive functions systematically, the risk of falling
can be reduced and relevant functional indexes would
be improved. Such results can have a positive impact
on reducing the related social and financial burdens.
In this paper the methodology that frames the
development of the platform was outlined and the
participatory design of the exergames was explored
thoroughly. Qualitative research methods were
applied in order to be able to understand end users and
the challenges to motivate older people into adopting
exergames involving physical activity. The analysis
of the data collected raised important issues related to
the development of exergames for the elderly and
were listed as a set of design instructions to be
followed in the development of the platform.
ACKNOWLEDGEMENTS
This research has been cofinanced by the European
Regional Development Fund of the European Union
and Greek national funds through the Operational
Program Competitiveness, Entrepreneurship and
Innovation, under the call RESEARCH – CREATE –
INNOVATE (project code: T2EDK-04785)
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