101. The conceptualisation of a Serious Games model applied to the elderly population in a Digital Health environment.
- Author
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Gonçalves, Helena, Silva, Firmino, Costa, André, Valério, Júlia, and Godinho, António
- Subjects
OLDER people ,DIGITAL technology ,DIGITAL health ,POPULATION health ,ELDER care ,YOUNG adults - Abstract
In recent years, the use of Serious Games has become increasingly popular in the field of Digital Health. These games, which are designed to educate, inform, and engage users in various aspects of healthcare, have shown promising results in improving health outcomes and promoting healthy behaviours. Serious Games have shown particularly promising in the care of elderly populations. In fact, with the ageing of the global population, there is an increasing need for innovative solutions that can help older adults stay healthy, active, and independent. In this context, Serious Games have emerged as a valuable tool for promoting healthy ageing, preventing age-related diseases, reducing info-exclusion, and improving the quality of life of older adults. This paper explores the conceptualisation of a Serious Games model focused on the elderly population in a Digital Health environment. The model covers the identification and levels of eventual phase of disease allowing the definition of profiles for patients and non-patients; enables the recognition of the need for therapy and recognizes a set of characteristics like usability, accessibility and functionality considered by the state-of-the-art guidelines as essential in the definition of the Serious Games structure. The paper discusses the potential benefits and challenges of using a Serious Games model in this context. [ABSTRACT FROM AUTHOR]
- Published
- 2024
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