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Faculty of Medical Sciences

Usability in upper extremity serious games

Glas, J. (Jonas) (2020) Usability in upper extremity serious games. thesis, Human Movement Sciences.

Full text available on request.

Abstract

Designing a serious game is complex and having good usability is decisive in the success of the game. Older adults face different challenges when it comes to playing serious games, like impairments related to ageing and slower familiarization with technology. It is therefore of importance to gain insight in how usability is perceived differently by younger and older serious game players. This study investigated how usability in upper extremity serious games is differently perceived by young and older adults. Next to that, differences in game aspects that relate to good usability were investigated. Method The Leap Motion controller was used to play three different upper extremity serious games. Younger (N=16) and older adults (N=8) were administered three questionnaires concerning usability after each game and participated in an open interview. The differences between the two groups were analyzed quantitatively and qualitatively. Results One significant difference in the perception of usability across the three games was found between the two groups. The difference in this game was found in the ease of use and ease of learning. The interview showed differences on what game aspects are perceived to contribute to good usability. For older adults, the environment being realistic and the goal or reward of the game being linked to a daily task are prominent aspects in usability. Discussion The differences found were in the most complex game, the Paper plane game. So, the complexity of a serious game is related to usability and plays an important role in the perception of usability. The results show that usability differences are in a specific area of usability: the ease of use and the ease of learning. Important game aspects related to good usability differed between young and old, with older adults having a stronger preference in the reward or goal of the game and the environment which falls in line with other literature. Conclusion This study showed that there are differences between young and older adults. The findings in this study could be strengthened through further research on how the differences between young and old express themselves in the ease of use and ease of learning in usability. ̴355 words Keywords: usability, serious games, upper extremity

Item Type: Thesis (UNSPECIFIED)
Supervisor name: Murgia, dr. A. and Lamoth, dr. C.J.C.
Faculty: Medical Sciences
Date Deposited: 16 May 2022 10:30
Last Modified: 16 May 2022 10:30
URI: https://umcg.studenttheses.ub.rug.nl/id/eprint/3347

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