Television Is Powerful: An iTV Solution as a Motivator of Social
Interactions Among Older Adults
Gabriel Faria
a
, Telmo Silva
b
and Jorge Abreu
c
DigiMedia, Department of Communication and Art, University of Aveiro, Aveiro, Portugal
Keywords: Active Ageing, Gamification, Older Adults, Social Interactions, Television, Well-Being.
Abstract: This study explores the development of and evaluation of ProSeniorTV, an interactive television system
designed to enhance social participation and cognitive engagement among older adults. Leveraging a familiar
medium for older individuals the television the system incorporates proactive notifications to inform users
about local social events and cognitive stimulation minigames to foster regular interactions. A 30-day field
study conducted with 20 participants demonstrated promising results. Participants attended an average of 1.4
events, reflecting a 35% engagement rate with suggested activities. Notably, 95% of users recognised the
system’s effectiveness in providing accessible information about local events, reducing reliance on other
sources. Additionally, ProSeniorTV contributed to significant decreases in reported loneliness levels, with
moderate loneliness dropping from 60% to 30%, and all participants reporting enhanced social connection by
the study’s conclusion. The inclusion of gamification elements, such as a leaderboard and participation
rewards, proved effective in motivating sustained interaction. While mobility challenges and transportation
reliance were identified as barriers, the system’s overall usability and impact align with active ageing
principles, supporting its potential for broader implementation. ProSeniorTV underscores the value of
innovative technologies in addressing social isolation and promoting healthier ageing.
1 INTRODUCTION
Population ageing is a global trend resulting from
increased life expectancy and declining birth rates,
particularly evident in developed countries. This
phenomenon has significant social implications.
In Portugal, the proportion of older adults has
been steadily increasing. In 2023, the ageing index
reached 188.1 older adults for every 100 young
people, compared to 184.4 recorded in the previous
year (INE, 2024).
This ageing is reflected not only in demographic
structure but also in the growing need for approaches
that promote the physical, psychological, and social
well-being of older adults (Fulop et al., 2019;
Woodhead & Yochim, 2022).
The literature suggests that the ageing process
should not be analysed solely from a chronological
perspective but also considering biological,
psychological, and sociocultural factors (Fonseca,
a
https://orcid.org/0000-0002-6085-4716
b
https://orcid.org/0000-0001-9383-7659
c
https://orcid.org/0000-0002-0492-2307
2006; Santos et al., 2022; Schneider & Irigaray,
2008).
Among the associated challenges are social
exclusion and limitations linked to physical and
cognitive decline, which underscore the urgency of
strategies aimed at fostering an active and healthy
lifestyle in old age. In this context, social activities
play a crucial role in the well-being of the senior
population.
Social engagement is an essential component of
the active ageing concept promoted by the World
Health Organization (2002). Robust social networks
and frequent social interactions are associated with
benefits such as improved cognitive health, emotional
stability, and physical condition (Kelly et al., 2017;
Wang et al., 2021). However, ageing often
exacerbates the risk of loneliness and disconnection,
reinforcing the importance of initiatives that promote
inclusion and participation in community activities
(Kitzmüller et al., 2018; Tani et al., 2022).
398
Faria, G., Silva, T. and Abreu, J.
Television Is Powerful: An iTV Solution as a Motivator of Social Interactions Among Older Adults.
DOI: 10.5220/0013493500003938
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 11th International Conference on Information and Communication Technologies for Ageing Well and e-Health (ICT4AWE 2025), pages 398-405
ISBN: 978-989-758-743-6; ISSN: 2184-4984
Proceedings Copyright © 2025 by SCITEPRESS Science and Technology Publications, Lda.
Beyond social interactions, television plays a
central role for many older adults, serving as a
primary source of information and entertainment.
In Portugal, 68% of the population aged 65 and
older rely on television as their main medium for
accessing news content (Cardoso et al., 2024). In
addition to providing leisure, television contributes to
strengthening social interactions, acting as a basis for
conversations and social gatherings (Abreu, 2007).
The high level of television consumption among
seniors, who account for about 30% of audiences in
Portugal (OberCom, 2021), demonstrates its potential
as a tool for social inclusion and enhancing quality of
life.
Based on these premises, this article presents the
ProSeniorTV system, developed to foster social
interaction and participation in social events
organised within the residential community of older
adults.
The system was designed to incorporate
functionalities that facilitate access to information
about such events and encourage users to participate
in social activities using a well-known medium
widely accessible to older adults - the television.
This study contributes to the field of active ageing
and social inclusion by introducing ProSeniorTV, an
interactive television system specifically designed to
encourage older adults to engage in cognitive and
social activities. Unlike existing solutions that often
require digital literacy and the use of unfamiliar
devices, ProSeniorTV leverages a familiar medium—
the television—to seamlessly integrate social and
cognitive engagement into the daily routines of
seniors. The system’s proactive notification
mechanism represents an innovative approach by
automatically informing users about local social
events and encouraging participation through
gamification strategies. Furthermore, this study
provides empirical evidence from a real-world, 30-
day field trial, demonstrating measurable
improvements in social participation, access to event
information, and reductions in loneliness and
isolation levels. By combining cognitive stimulation
with social engagement in an accessible and intuitive
way, ProSeniorTV offers a scalable, low-barrier
technological solution to promote active ageing.
Considering all these aspects, the next section
describes the ProSeniorTV system and its usage
scenarios. Subsequently, the results of a field test
conducted in a real-world context are presented,
4
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details?id=com.positscience.brainhq.app&hl Accessed:
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analysing the system’s effectiveness in promoting
social participation and combating isolation among
older adults. The article concludes with a discussion
of the results obtained, highlighting the system's
contributions to active ageing and future implications
for the development of inclusive technologies.
2 RELATED WORK
The role of digital games in cognitive stimulation and
social engagement for older adults has been widely
explored in academic and commercial research.
Various studies emphasize the potential of serious
games in mitigating cognitive decline and improving
quality of life (Barnes et al., 2007; Glass et al., 2013).
Research suggests that video games can enhance
skills such as memory, attention, spatial cognition,
and language comprehension (Oei & Patterson, 2013;
Vasconcelos et al., 2012). Additionally, interactive
digital experiences have been found to promote social
interaction (Tekinbas & Zimmerman, 2004) and
cognitive benefits that extend into daily activities
(Video Game Training Improves Brain Function in
Older Adults, 2013).
Despite these advantages, most cognitive training
games are designed for computers, tablets, or
smartphones (De Paula et al., 2020), devices that
many older adults find difficult to use. This challenge
has led to efforts to integrate cognitive training with
more familiar technologies, such as television. For
instance, Matos et al. (2020) developed a cognitive
game called MemoGinga within the Brazilian digital
TV system specifically for older users, demonstrating
the feasibility of TV-based cognitive interventions.
Similarly, De Paula et al. (2020) adapted the classic
Stroop Game for digital TV, using remote control
buttons for interaction, ensuring accessibility for
senior players.
Several other studies have explored cognitive
games tailored for older adults. The A-go! Project (Lau
& Agius, 2021) featured 3D environments to train
cognitive functions through gesture-based interaction.
The CogniPlay platform (Vasconcelos et al., 2012)
focused on memory training via tablet-based games.
VIRTRA-EL (Rodríguez-Fórtiz et al., 2016) used
immersive 3D environments for cognitive exercises
but was limited to computer and tablet interfaces.
Other solutions, such as BrainHQ
4
and CogniFit
5
,
provide a range of cognitive exercises but lack
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Television Is Powerful: An iTV Solution as a Motivator of Social Interactions Among Older Adults
399
television integration, which remains a key barrier to
accessibility for seniors (De Paula et al., 2020).
The ProSeniorTV system differentiates itself by
integrating gamified cognitive exercises into a
proactive iTV-based solution that simultaneously
encourages real-world social participation. Unlike
previous studies, ProSeniorTV not only offers
cognitive training games but also employs a
notification system to inform users about local social
events, addressing both cognitive decline and social
isolation in a unified platform. Leveraging television
- a widely adopted technology among older adults -
ensures accessibility and ease of use, potentially
increasing engagement and impact.
3 THE ProSeniorTV SYSTEM
ProSeniorTV was conceived as an innovative
solution to promote senior engagement in cognitive
and social activities. The system utilizes television
notifications and an accessible interface, operated via
a remote control, to provide an intuitive experience
tailored to the needs of this audience.
This chapter outlines the main usage scenarios,
functional requirements, and information architecture
underpinning the system.
3.1 Usage Scenarios
ProSeniorTV envisions two primary usage scenarios
designed to stimulate cognition and strengthen social
ties among users.
Firstly, the system offers suggestions for
cognitive stimulation mini-games. While watching
TV programs, as shown in Figure 1, users receive
notifications inviting them to test their mental
abilities. By selecting this option, they gain access to
an interface where they can play mini-games, earning
points for a global leaderboard. After engaging with
the mini-games, users can explore other activities,
view the leaderboard, or return to their television
programming.
Additionally, the system informs users about
social events in their area, encouraging participation
and the maintenance of interpersonal relationships.
For each attended event, participants receive a code
that can be entered into the interface to accumulate
participation points. The system also provides
reminders to enter these codes in the system’s
interface, ensuring users do not miss the opportunity
to register their participation. The interface allows for
code input, point verification, and the exploration of
other features.
Figure 1: ProSeniorTV notification examples (Faria et al.,
2024).
3.2 Functional Requirements
The functional requirements of ProSeniorTV were
designed to ensure a smooth and engaging
experience.
The system includes an authentication
mechanism to create profile accounts linked to each
household, allowing for the management of up to
three user profiles per account. Each profile is
customizable, with easy switching between users.
ProSeniorTV integrates automatic notifications,
displayed in the upper left corner of the screen,
informing users about social events and inviting them
to access cognitive stimulation mini-games.
The interface features a leaderboard combining
scores from games and points earned through
participation in social activities, emphasizing the
value of in-person events.
A dedicated code entry area is an essential
feature, enabling the registration and calculation of
points earned through mini-games and participation
in suggested social events.
The mini-games, designed to stimulate users'
cognitive abilities, include three options: i) a
sequence game to train memory; ii) a colour game
inspired by the Stroop Game to enhance attention
skills; and iii) a 3D block-moving game aimed at
improving visuospatial skills. Each mini-game is
accompanied by an explanatory tutorial.
To ensure navigability, the interface includes an
exit function that allows users to return to regular
programming at any time.
3.3 Information Architecture and
Graphic Interface
The graphic interface of ProSeniorTV was designed
to be accessible and intuitive, with a focus on strong
contrasts and large text, facilitating interaction for
senior users. The interface is divided into several
main areas.
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On the profile selection screen, users choose
from up to three distinct profiles, identified by name
and avatar. This screen serves as the entry point for a
personalized experience.
Tutorials, presented during the system’s initial
use and before each mini-game, consist of navigable
slides that explain the functionalities and rules.
The main screen, presented in Figure 2,
centralizes all available options, including access to
mini-games, the leaderboard, and code entry. At the
top of this screen, there are buttons for switching
profiles or exiting the interface.
The leaderboard organizes scores into groups of
five, highlighting each user’s name, avatar, and score.
On the code entry screen, a modal presents a
numeric keypad for easy code entry, accompanied by
buttons to cancel, delete, or validate the operation.
Finally, the mini-game screens follow a uniform
structure, displaying scores, levels, and interaction
instructions in the upper sections of the screen.
This design prioritizes clarity and simplicity,
employing visual and interactive elements that make
the system accessible and motivating for seniors. This
way, ProSeniorTV aims to encourage older
individuals to get out of their homes and get involved
in suggested social events, offering them meaningful
moments of interaction with others and promoting a
more active and socially healthy ageing process.
Figure 2: ProSeniorTV interface main screen (Faria et al.,
2024).
4 FIELD TRIAL
The field trial of the ProSeniorTV system was
conducted to evaluate its effectiveness in promoting
senior participation in social and cognitive activities.
6
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2025
This chapter describes the context in which the
test took place, the period of the study, and the
participants involved.
4.1 Context and Period
The field test was conducted in a real context - the
participants’ homes. The objective was to replicate
everyday conditions, ensuring that the system was
used as part of the users’ normal routines.
Before the tests began, the ProSeniorTV system
was installed in each residence, and participants were
guided to explore its main functionalities, including
notifications, mini-games, and the entry of
participation codes for events.
Each test lasted 30 days, which was considered
sufficient time to observe the system's impact on the
participants' daily habits.
4.2 Participants
The study included 20 senior participants, aged
between 57 and 87 years, with an average and median
age of 71 years. Although the youngest participants
were 57 years old, they can still be considered seniors
in the Portuguese context. According to the RUTIS
(Rede de Universidades Seniores)
6
, individuals aged
50 and above are eligible to attend senior universities
in Portugal, reinforcing the classification of
participants in this study as part of the senior
population.
Most participants (70%) were female. Regarding
education levels, 40% had completed only primary
education, 30% had basic education, 20% had
secondary education, and 10% held a university
degree.
Geographically, participants were distributed
across three Portuguese districts: Aveiro, Coimbra,
and Lisbon.
4.2.1 Television Consumption Habits
All participants used television daily, with 90%
dedicating at least two hours per day to this medium.
The most popular content included news, soap
operas, debate programs, and documentaries.
Additionally, 75% of participants watched TV
during or after dinner, highlighting the centrality of
this medium in their routines.
Television Is Powerful: An iTV Solution as a Motivator of Social Interactions Among Older Adults
401
4.2.2 Social Interaction Habits
In terms of household structure, 70% lived in
households with two to three people, 20% lived alone,
and 10% belonged to larger families (four to five
members).
Most participants (75%) were retired, while 25%
were still employed.
Social interactions were a significant part of
participants’ lives, with 90% reporting daily
interactions with friends or family. However, only
25% regularly attended social events. Despite
considering these events important for maintaining
their social relationships (90%), many participants
reported difficulties in obtaining information about
available activities, relying primarily on friends and
family for this purpose.
Standardized instruments were employed both
before and after the field trial to assess the impact of
ProSeniorTV on loneliness and social interaction.
The UCLA Loneliness Scale (version 3) (Russell,
1996), in its Portuguese-validated version (Kuznier,
2016) was used to evaluate participants’ subjective
feelings of loneliness and social isolation.
Additionally, the Lubben Social Network Scale
(LSNS-6) (Lubben et al., 2006), in its Portuguese-
validated version (Ribeiro et al., 2012), was applied
to measure the extent of participants' social networks
and the risk of social isolation. These assessments
allowed for a comparative analysis of the
participants’ social connectivity and emotional well-
being before and after interacting with the
ProSeniorTV system, providing quantitative insights
into the system’s effectiveness in fostering social
inclusion.
5 RESULTS
During the field trial period, each participant received
four notifications suggesting social events held near
their homes.
On average, participants attended 1.4 events,
representing 35% of the total suggested events.
The distribution of participation in the events,
presented in graphic 1, was as follows:
4 participants (20% - P9; P11; P15; P17) did
not attend any events.
8 participants (40% - P4; P7; P8; P10; P13;
P18; P19; P20) attended 1 event.
5 participants (25% - P2; P3; P12; P14; P16)
attended 2 events.
2 participants (10% - P1; P6) attended 3
events.
1 participant (5% - P5) attended all 4
suggested events.
Graphic 1: Number of participants by the total of events
attended during the field trial period.
5.1 Reasons that Hindered Greater
Attendance at Events
Participants with lower attendance rates were asked
about the reasons that prevented them from
participating in more events.
Among the 12 participants who attended no more
than one event, the following factors were identified
as limiting their engagement with the suggested
events during the field test:
Mobility difficulties: 50% of those
participants (n = 6) reported physical issues
that made it difficult for them to travel to the
event locations.
Busy schedules: 50% (n = 6) indicated they
had prior commitments or regular activities that
conflicted with the dates and times of the
suggested events.
Dependence on others for transportation:
42% (n = 5) mentioned needing assistance to
travel, which limited their ability to participate
independently.
Professional obligations: 25% (n = 3) stated
that their work schedules interfered with their
availability to attend the events.
6 DISCUSSION AND ANALYSIS
OF RESULTS
Field trial results show that the ProSeniorTV system
may effectively promote seniors' participation in
social events, facilitate access to information about
local activities, reduce isolation and loneliness, and,
more broadly, motivate greater social integration
among older adults.
4 participants
8 participants
5 participants
2 participants
1 participant
0
1
2
3
4
5
6
7
8
9
0 events 1 event 2 events 3 events 4 events
Number of participants by the total of events
attended
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6.1 Evolution of Social Events
Participation Levels
Before the field test, only 25% of participants
attended social events regularly, despite 90%
considering such events important for maintaining
their social relationships.
During the field trial, 80% of participants attended
at least one of the suggested events, with an average
of 1.4 events per participant, representing 35% of the
total suggested. This difference reflects the system's
positive impact on promoting social participation.
Although the average number of participations
increased compared to pre-test habits, the data reveal
that, as previously noted, significant barriers still
prevent seniors from accessing social events that
could enhance their social well-being. Mobility
difficulties, reliance on others for transportation, and
scheduling conflicts limited this type of engagement.
These factors are corroborated by the literature,
which highlights the lack of accessibility and
logistical support as common obstacles to social
participation among seniors (Abdi et al., 2018).
6.2 Ease of Access to Information
Related to Local Social Events
One of the most relevant aspects of the results was the
significant change in participants' perceptions
regarding access to information related to local social
events.
Before the field trial, only 40% of participants
reported having ease of access to information related
to local events, with friends and family being the
primary sources of such data.
During the test, the ProSeniorTV system proved
to be an effective solution, with 95% of participants
recognizing that the notifications displayed via TV
facilitated access to this information.
This result validates the system's value
proposition, which uses proactive notifications to
inform users about local events organised close to
their homes, reducing reliance on friends and family
for accessing such information.
Additionally, the strategic repetition of
notifications at different times and days ensured that
users were reminded of these events with sufficient
notice to increase the likelihood of participation.
6.3 Changes in Levels of Loneliness
and Isolation
The reduction in levels of loneliness and social
isolation was another notable impact of the system.
Before the test, 60% of participants exhibited
moderate levels of loneliness, while 40% reported
low or no loneliness.
After the test, the proportion of participants with
moderate levels of loneliness decreased to 30%,
demonstrating a significant improvement in
emotional well-being among the field test
participants.
Regarding social isolation, only 10% of
participants were initially at risk. However, by the
end of the field trial, all participants (100%) reported
a greater sense of social connection.
The system's use as a starting point for social
interactions and its encouragement of event
participation were critical factors in these
improvements. As such, the proposed system aligns
with the World Health Organization's (2002)
guidelines on active ageing and social inclusion.
6.4 Utility and Effectiveness of
ProSeniorTV
The ProSeniorTV system demonstrated a significant
positive impact on motivating seniors to engage in
social and cognitive activities.
The inclusion of gamified features, such as score
rankings and rewards for event participation, was
particularly effective in promoting regular
interactions with the system.
The results suggest that the system not only
improves access to information but also fosters
behavioural changes among seniors, promoting a
more active and healthier lifestyle. However, the
identified limiting factors, such as mobility
difficulties and reliance on transportation, indicate
that additional improvements, such as partnerships
with transportation services or community initiatives,
could further enhance the system's impact.
6.5 Comparison with Existing Work
The results obtained from the ProSeniorTV field trial
align with and, in some aspects, surpass those of
previous studies on digital interventions for older
adults. Existing research has demonstrated the
benefits of cognitive training games in enhancing
memory, attention, and problem-solving skills among
seniors (Barnes et al., 2007; Oei & Patterson, 2013).
Studies such as A-go! (Lau & Agius, 2021) and
CogniPlay (Vasconcelos et al., 2012) have shown that
engaging seniors in interactive digital games can
improve cognitive function. The ProSeniorTV system
also achieved this, with participants actively engaging
Television Is Powerful: An iTV Solution as a Motivator of Social Interactions Among Older Adults
403
in mini-games and reporting increased cognitive
stimulation.
However, unlike many previous studies, which
primarily focused on cognitive benefits, ProSeniorTV
was designed to simultaneously address social
isolation. More commercial solutions such as
BrainHQ and CogniFit have provided cognitive
training without integrating social engagement
components. In contrast, ProSeniorTV's notification
system actively encouraged participation in real-
world social events, with 80% of participants
attending at least one suggested event. This is a
notable improvement compared to the pre-test habits,
where only 25% of participants regularly attended
social activities.
Moreover, while solutions like the Stroop Game
for Digital TV (De Paula et al., 2020) and
MemoGinga (Matos et al., 2020) successfully adapted
cognitive training to television interfaces, they lacked
mechanisms to proactively notify and engage users in
social activities. ProSeniorTV’s gamification
approach further contributed to motivation, with a
ranking system that rewarded both in-game
participation and real-world engagement—something
not commonly found in other TV-based cognitive
training systems.
Regarding social impact, the reduction in reported
loneliness among ProSeniorTV users (from 60% to
30%) supports previous findings that digital
engagement can foster social connections (Tekinbas
& Zimmerman, 2004). The VIRTRA-EL system
(Rodríguez-Fórtiz et al., 2016) demonstrated
improvements in cognitive functions but lacked real-
world social integration. The results from
ProSeniorTV suggest that combining cognitive
training with proactive social engagement strategies
could be more effective in reducing loneliness and
fostering social inclusion among seniors.
In summary, while previous research has
demonstrated the benefits of cognitive training or
social interaction separately, ProSeniorTV presents
an integrated approach that not only provides
cognitive stimulation but also promotes active
participation in real-world social events, setting it
apart from existing solutions.
7 CONCLUSIONS
This study highlights the potential of ProSeniorTV as
an effective tool for promoting active ageing by
facilitating social participation and cognitive
engagement among older adults. By integrating
proactive notifications and gamification strategies
into a familiar medium—television—the system
addresses key barriers that often hinder social
interaction and access to relevant information.
One of the most significant contributions of
ProSeniorTV is its capacity to provide direct access
to local events information. This not only fosters
greater autonomy among older adults but also
encourages participation in community activities that
might otherwise go unnoticed. Moreover, the
system’s integration of cognitive stimulation mini-
games offers additional engagement opportunities,
reinforcing its role as a multidimensional support tool
for active ageing.
Despite these positive outcomes, the study also
underscores the persistent challenges that limit
participation in social events, particularly mobility
constraints and transportation dependence.
Addressing these factors in future iterations of the
system could further enhance its effectiveness and
accessibility. Additionally, expanding the system’s
implementation to diverse senior populations could
provide deeper insights into its broader applicability
and long-term benefits.
In conclusion, ProSeniorTV demonstrates how
digital solutions can be harnessed to support ageing
populations, offering a scalable and practical
approach to fostering social inclusion and cognitive
well-being. Future research must focus on optimizing
the system’s usability, exploring partnerships to
overcome mobility barriers, and assessing its impact
over extended periods and larger user groups.
ACKNOWLEDGEMENTS
This study is funded by the Fundação para a Ciência
e a Tecnologia through a PhD research grant. It is also
being conducted in partnership with ALTICE LABS.
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