game-based it solutions for active & healthy aging

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Game-based IT solutions for active & healthy aging Fostering Independent & Healthy Living Dr. Mario Drobics Thematic Coordinator Safety & Security Department AIT Austrian Institute of Technology GmbH [email protected] +43 50 550 4810 http://www.ait.ac.at/ehealth

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At the GameDays 2014 conference at TU Darmstadt, Germany, Mario Drobics, Thematic Coordinator "Health Information Systems" at AIT Safety & Security Department, gave a keynote about game-based IT solutions for active & healthy aging. Game-based approaches can be used to support traditional intervention schemes which enable older adults in staying active & healthy for a longer time. These techniques are especially useful as they improve the motivation of the users and thus help to improve the effectiveness of the intervention. TV-based games are often oriented along traditional video games. External sensors like video cameras can be incorporated to provide direct feedback on the activities of the user. This information can also be utilized to reassess the status of the user and monitor his/her training progress. Mobile devices and the large range of available body worn sensors offer the opportunity to design games around daily and outdoor activities. By adding a social level to the games, competition and group efforts can be initiated, giving further motivation to reach a certain goal.

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Page 1: Game-based IT solutions for active & healthy aging

Game-based IT solutions for active & healthy aging Fostering Independent & Healthy Living

Dr. Mario Drobics Thematic Coordinator Safety & Security Department AIT Austrian Institute of Technology GmbH [email protected] +43 50 550 4810 http://www.ait.ac.at/ehealth

Page 2: Game-based IT solutions for active & healthy aging

Overview

1. Who am I and why am I here?

2. Why do games for older adults matter?

3. How can games for older adults be designed?

4. Examples of recent game-based approaches at AIT

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AIT Austrian Institute of Technology

BMVIT 50,46% Industry 49,54% ~ 1000 Employees Budget 40:30:30 Budget: 120 Mio€

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Health

Areas of Application

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Prevention

• Lifestyle Management • Health Prevention

Intervention

• Care Support • Detection of Critical Situations

Therapy • Therapy Support

Comfort Mobility

Smart Homes

Mobility Support

Mobility Optimi-zation

• Lifestyle Management • Health Prevention

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Data Analytics

Communication Thematic Overview

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Nutrition

Social Interaction

Activity

Health

Safety

10.04.2014

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Enabling independent and healthy aging

.. by promoting regular physical activity

Reduce relative risk of death (20%-35%)

Reduce risk / affects of chronic diseases • cardiovascular diseases, diabetes mellitus, cancer,

osteoporosis, arthritis, etc. Reduce risk of physical decline

(accidents, falls, frailty, etc.) Reduce risk for decline in cognitive function, depression,

etc.

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Nutrition

Social Interaction

Activity

Health

Safety

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Challenges

Good concepts and advanced technology are not sufficient to ensure a high effectivety of the proposed interventions

People tend to fall back to their previous (unhealthy) behavior easily

We need to ensure adherence over a long timeframe

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We need to motivate the users to do the exercises and maintain a healthy lifestyle

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Motivational Strategies

Intrinsic motivators Fun Excitement Curiosity Challenge Mastery Improvement

Extrinsic motivators Social interaction Social status

(ranking, feedback, etc.) Achievements Progress

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Motivational affordance

Psychological outcomes

Behavioral outcomes

Page 9: Game-based IT solutions for active & healthy aging

Psychological model of self-regulation

1) Goals about what to accomplish

2) Self-monitoring of personal behavior and relation to goals

3) Feedback and information about progress

4) Self-evaluation about progress toward each goal

5) Corrective behavior to more effective movement towards

goals

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Support Strategies

Serious Games games with a specific aim (education, training, etc.)

Gamification

application of game-based elements in non-game contexts

Persuasion Strategies change attitudes or behaviors of the users through persuasion

and social influence

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Challenges for ICT Applications for Health

Keep user motivated over a long period Story-telling Integration in daily activities Shift focus Social networks / blended training

Address a broad range of diverse users Self-adapting difficulty Provide a set of motivators and

adopt individually Provide feedback on execution

Include people with limited or no ICT experience

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Common Preconceptions

Older adults are just lacy.

Older adults are afraid of computers.

Older adults don‘t play (on the computer).

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Older adults are just lacy. Not more than you!

Older adults are afraid of computers.

Not if done right.

Older adults don‘t play (on the computer). No, but different!

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Do we need „elderly“ games?

No, but it helps!

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Special Issues when Designing Games for Older Adults

Motivation Users might be frustrated more quickly and stop playing Provide targeted feedback (reward/punishment) schedules

Accessibility Provide enough time for interaction Adjust cognitive and physical load / demands according your

target group (learning, memory, movements, etc.) Provide the possibility to access a lower level again

Risk prevention Prevent users from any foreseeable risk (falls, exhaustion)

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Taxonomy of Games for Health

Physical Cognitive Social & Emotional Health Health Health

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Personal

Professional practice

Research

Public health

Preventive

Therapeutic

Assessment

Educational

Informatics

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Opportunities of IT-based approaches

Provide tailored behavioral strategies

Combination of different intervention strategies

Individual feedback on execution of exercises & progress made

Integrate ubiquitous measurements to induce lifestyle changes

Provide a virtual social network

Provide a path from rehabilitation to independent lifestyle

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SilverGame

Ernährung

Soziale Interaktion

Aktivität

Gesundheit

Sicherheit

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Goals

Support social contact and interaction

Stimulate human senses (cognition & emotion)

Address common hobbies and passions

Support stimulating game-based applications

Build communities (interaction and communication)

Integrate internet-based information and services

Reduce isolation and bleakness 18 10.04.2014

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Module A: Driving-

Simulator

Module B: Virtual Chorus

find new friends

stimulate senses

explore new

interests build new contacts

web-based content & services; Chats, Blogs etc.

Audio- and Video-Communication

Module C: Dance-

& Fitness Training

Multimedia application

management platform

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Overview

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FoSIBLE – Fostering Social Interaction for a Better Life of Elderly

Nutrition

Social Interaction

Activity

Health

Safety

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Overview

Goals Fostering social interaction Simplified access to new media

Approach Smart-TV as central information hub Intelligent living-environment Multi-modal user-interface

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Integration of Social- and Game Elements

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Screenshots kindly provided by Kaasa Solutions

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KIT-Aktiv – Active Lifestyle Management for Elderly

Ernährung

Soziale Interaktion

Aktivität

Gesundheit

Sicherheit

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Motivation

Provide a service for activity support with very low costs per

user

Brings together all age groups

Establish a visible infrastructure in a community

Provide a virtual platform for different activity groups

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Approach

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Grafenwörth

6 cadastral subdivision

Approx. 50km west of Vienna (Austria)

Approx. 3000 inhabitant

(Senior-) Citizen-Center SeneCura

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17 tracks from 1 – 21km

8 fitness-poles

Fitness-Trails

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Technical Concept

RFID wristbands are used to register at each pole

Information and data entry terminals at three semi-public places

View and print information about tracks, events, own activities, etc.

Enter health related data or measure body weight

Read out external sensors (e.g. pedometer)

Web-Interface for users, physician, care personal

Integration of users using individual text messages (eMail, SMS)

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iStoppFalls – ICT-based System to Predict & Prevent Falls

Nutrition

Social Interaction

Activity

Health

Safety

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Motivation

30% older than 65 fall at least once a year

600 million people worldwide over 65

2 billion people in 2050 (WHO)

Costs 9 billion dollars annually in the US (Davis et al. 2010)

Falls are common

Remain important

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Fall Risk Assessment

Strength Exercises

Exergames

Feedback

Fall Prevention

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System Overview KINECT

(motion sensing) Senior Mobility

Monitor (activity tracking)

PC (Training, Games)

Set-Top Box (Social Network,

Information))

Tablet (Second Screen)

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Balance Games

Balance ability decline with aging Poor balance is associated with falls 120 min./ week of balance training for fall prevention

(Sherrington et al. 2011) iStoppFalls balance games aim to improve stability and train muscle coordination by (1) weight shifting (2) knee bending and (3) stepping

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Skiing

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Skiing

Task: Ski downhill through the gates

Avatar’s movement controlled by

1. Leaning (left and right)

2. Knee bending

Progression

Increasing speed

Including movements of arms (e.g. reaching)

Adding a cognitive component (Dual-task)

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Skiing – Dual Task

Player has to

Memorize items

Identify and recognize items

Solve arithmetic challenges

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Bistro

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Bumblebee

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Strength Exercises

Strength loss associated with falls

Strength training recommended for fall prevention

(Sherrington et al. 2011)

iStoppFalls exercises aim to improve lower limb

muscle and ankle strength based on the Otago

Exercise program

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Strength Exercises

1. Front knee strengthening

2. Back knee strengthening

3. Side hip strengthening

4. Calf raises

5. Toe raises

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Social Media Platform

Connect to other participants

Exchange messages

Share results

Form groups

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Your Ingenious Partner!

Dr. Mario Drobics Thematic Coordinator Safety & Security Department AIT Austrian Institute of Technology GmbH [email protected] +43 50 550 4810 http://www.ait.ac.at/ehealth