Lessons Learned from a Human-Centered Design of an Immersive Exergame for People with Dementia

Author:

Karaosmanoglu Sukran1,Rings Sebastian1,Kruse Lucie1,Stein Christian2,Steinicke Frank1

Affiliation:

1. Universität Hamburg, Hamburg, Germany

2. Humboldt Universität, Berlin, Germany

Abstract

Cognitive-physical exercises can reduce the progression of dementia. However, traditional methods often induce problems (e.g., lack of motivation), whereas the success of recent virtual reality (VR) exergames such as Beat Saber may provide a playful, motivational, and immersive alternative. Yet, until now, it remains unclear which game mechanics, concepts, and designs work best for people with dementia, and how to implement exergames for and with this user group. In this paper, we adapted a human-centered design approach to address the specifics of developing VR exergames for people with dementia. This includes semi-structured interviews with stakeholders and contextual inquiries to better analyze the user requirements. Based on our analysis, we present Memory Journalist VR - a novel VR exergame specifically designed for people with dementia in a participatory design process. We report the qualitative evaluation based on the feedback gathered in five focus group sessions. Finally, we discuss the lessons learned, which provide important insights for the design of future VR exergames for people with dementia: (i) creating social gaming activities with a focus on shared aspects, (ii) support of an inverse game flow channel addressing decline and variance in cognitive-physical abilities, and (iii) ensuring a safe VR exergame experience.

Funder

European Union?s Horizon 2020

German Federal Ministry of Education and Research

Federal Ministry for Economic Affairs and Energy

German Research Foundation

Publisher

Association for Computing Machinery (ACM)

Subject

Computer Networks and Communications,Human-Computer Interaction,Social Sciences (miscellaneous)

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4. Sean Baron. 2012. Cognitive flow: the psychology of great game design . Gamasutra-The Art & Business of Making Games. https://www.gamasutra.com/view/feature/166972/cognitive_flow_the_psychology_of_.php Sean Baron. 2012. Cognitive flow: the psychology of great game design . Gamasutra-The Art & Business of Making Games. https://www.gamasutra.com/view/feature/166972/cognitive_flow_the_psychology_of_.php

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