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Published in: European Review of Aging and Physical Activity 1/2012

Open Access 01-04-2012 | Academic Literature Review

Serious games in prevention and rehabilitation—a new panacea for elderly people?

Authors: Josef Wiemeyer, Annika Kliem

Published in: European Review of Aging and Physical Activity | Issue 1/2012

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Abstract

Digital games cannot only be used for fun and entertainment. The term “serious games” (SG) denotes digital games serving serious purposes like education, training, advertising, research and health. Recently, a new generation of games has emerged involving whole-body movements. Compared to traditional interventions, these games may help elderly people to improve their health by enhancing physical fitness and coordinative abilities by combining increased motivation, game experience like fun and game flow and training. Serious games, particularly adventure and shooter games, already play an important role in health education, prevention and rehabilitation, e.g. to enhance health-related physical activity, improve sensory–motor coordination, prevent asthma, change nutrition behaviour and alleviate diabetes and prevent smoking or HIV. In this paper, the impact of SG on prevention and rehabilitation is discussed. Three criteria are applied. Beyond effectivity and efficiency, the additional benefits of serious games can be described and explained by different models including social, psychological, physiological and sensory–motor factors. The quality of study serves as a third criterion. Despite first promising results, there are only few high-quality studies. Adequate content, game interfaces, sustainability and appropriate settings are critical factors for the success of SG. In this regard, (sport) science can help to develop and evaluate SG and test appropriate settings that ensure sustainable use of serious games.
Footnotes
1
THBI = total heartbeats during exercise/total distance in metres; example: running 1,000 m with a total of 5 min × 180 bpm = 6,000 heartbeats results in a THBI of 6
 
2
EEI = (walking HR − resting HR)/walking velocity; example: walking at a speed of 60 m/min with a resting HR of 70 bpm and a walking HR of 100 bpm results in an EEI of 0.5 beats per minute
 
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Metadata
Title
Serious games in prevention and rehabilitation—a new panacea for elderly people?
Authors
Josef Wiemeyer
Annika Kliem
Publication date
01-04-2012
Publisher
Springer-Verlag
Published in
European Review of Aging and Physical Activity / Issue 1/2012
Print ISSN: 1813-7253
Electronic ISSN: 1861-6909
DOI
https://doi.org/10.1007/s11556-011-0093-x

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