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Abstract

In the context of the "Stay Fit Longer" European project, aiming at developing a tablet application with gamified activities that prevents cognitive and physical decline in seniors, we implemented different gamification strategies for studying adherence in the elderly population. Using proven mechanism from the mobile entertainment industry, such as daily activities, leader boards, achievements, temporal limitation and reward system for customization of social avatars, we are measuring the usage and performance of 120 subjetcs in Belgium, Switzerland and Canada during the next 18 months. We expect that one of the greatest motivation factors come from intrinsic rewards of their social enviroment by being congratulated by their relative for their dedication and performances.

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