User Experience of Filipino Older Adults on Serious Games
Deloso, Ryann (2020)
Deloso, Ryann
2020
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Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-202003043003
https://urn.fi/URN:NBN:fi:amk-202003043003
Tiivistelmä
This research was conducted to study user experience with serious games by Filipino older adults living in two care facilities and as well as the user experience of the care staff with the same games. The research was conducted in Davao City which is a highly urbanized city located in southern part of the Philippines.
There are two objectives formulated for the study. First is to determine Philippine cultural influences on the perception of older adults and care staff on the two mobile games. The second objective of the study is to gather data that could be utilized in the future design of serious games to maximize intended therapeutic benefits as well as their international acceptance.
To gather the data, the researcher observed the residents and the care staff as they played the two games. After playing, the participants were interviewed individually. Data from observation and from the interview were analysed using inductive content analysis.
The results concluded that Filipino older adults and the care staff perceived the serious games as potential tools for recreation and rehabilitation. The results also showed the effects of Philippine culture on user experience with serious games, and the challenges encountered when introducing serious games in an elderly care facility.
There are two objectives formulated for the study. First is to determine Philippine cultural influences on the perception of older adults and care staff on the two mobile games. The second objective of the study is to gather data that could be utilized in the future design of serious games to maximize intended therapeutic benefits as well as their international acceptance.
To gather the data, the researcher observed the residents and the care staff as they played the two games. After playing, the participants were interviewed individually. Data from observation and from the interview were analysed using inductive content analysis.
The results concluded that Filipino older adults and the care staff perceived the serious games as potential tools for recreation and rehabilitation. The results also showed the effects of Philippine culture on user experience with serious games, and the challenges encountered when introducing serious games in an elderly care facility.