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International Journal of Serious Games
Prioritizing safety and ease of use in design is crucial for their success.
Digital games serve as effective, accessible tools for promoting physical activity among elderly populations, provided that design strategies prioritize safety and ease of use. By evaluating a motion-based skiing game across cohorts in Finland and Japan, research confirms that seniors can achieve high levels of competence, immersion, and positive affect through digital interventions. While initial attitudes toward gaming vary by cultural background, the experience consistently fosters a greater appreciation for digital tools as legitimate alternatives to traditional exercise.
The study highlights significant cultural nuances in how these interventions are perceived. Japanese participants tend to view digital games as a primary substitute for physical activity, whereas Finnish participants often categorize them as secondary options to be utilized when conventional exercise is inaccessible. Despite these differences in perceived utility, both groups report similar usability outcomes. Interestingly, Japanese participants experienced slightly higher levels of tension and challenge, suggesting that design sensitivity to cultural expectations and comfort levels remains a critical factor in user experience.
To ensure successful adoption among older demographics, developers must adhere to specific design requirements. Essential features include controller-free interaction models, clear visual and voice-based instructions, and the elimination of elements that induce motion sickness or physical risk. By minimizing cognitive complexity and prioritizing intuitive gameplay, digital health interventions can successfully mitigate the barriers to entry for seniors. Ultimately, these findings establish a framework for creating age-appropriate digital experiences that effectively encourage physical movement and improve overall engagement with technology.
Uppsala University · 2025