Allowing students to actively participate in classroom can help them more engaged and open to learning. Chang et al. (2017)(Chang et al., 2017) reported a Kinect based learning system is used to help students learn more about zoo animals with positive results. Students demonstrated enhanced learning outcomes and efficiency by using this Kinect- and game-based interactive learning system. Not only students gained more knowledge of zoo animals, but also they had fun and were motivated while learning.
Quality of life enhancement: As the world population is getting older, there is interest of using game for health promotion of older adults. Chen (2012)(Chen et al., 2012) reported a 4 week training plan video game was applied to help elderly with disabilities. After the intervention, general health, physical function, role physical, and body pain in physical component summary and social functioning in mental component summary of the participants showed significant improvement. The study revealed that video games could be an effective tool for enhancing both physical and social functions of the elderly.
Assessment: There is always need for affordable and accurate measurement tools for physical assessment. Eltoukhy et al. (2018)(Eltoukhy et al., 2018) reported that Microsoft Kinect was used for static and dynamic balance assessment. The study found that Kinect provided valid measurements in assessing center of mass (CoM)
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excursion and velocity during single leg balance and voluntary ankle sway tasks among young and elderly populations. The findings revealed a low cost technology for assessment of balance parameters in the clinical, research or home environments.
Balance Rehabilitation: To patients that require extended period of rehab, it could be a challenge to stay motivated and actually follow the exercise program throughout the whole process. Betker et al. (2006)(Betker et al., 2006) reported that coupling foot center of pressure (COP) controlled video game is used for balance rehabilitation. The result showed that graded, dynamic balance exercises coupling to video game play can create a fun and effective rehab therapy program.
Compared with conventional exercises that are often repetitive, coupling video game to balance exercises are random, interactive and may be tailored to individual needs. Thus, the practice was more enjoyable and subjects were more motivated to practice during training.
2.2 Value Creation
There are many commercially available games in the market today. Consumers can choose from several brands such as Nintendo Wii, Sony Play Station, and Microsoft Xbox Kinect. These commercially available games can be used to serve intended purposes with appropriate adjustments. But there are times we want to create games from scratch to customize the experience and get the effect we want. In these situations, new games may need to be developed from ground up to tailored to specific needs.
Fall prevention game
Elderly who experience fall can face serious damage to their motion capability, thus having negative impact to their quality of life. Past studies have shown that fall prevention exercises, such as dancing and walking, can improve balance and endurance for older adults, thus reducing falls. Lange et al. (2011)(Lange et al., 2011) reported that a system with step-based exercise and dance video games was developed for elderly. The system consists of a PC, 2 web cameras and 2 LED devices. The game-based interaction was developed using Microsoft Visual Studio 2008 and Ogre3D, an open source gaming engine. The game prototype was initially tested on physical therapists and young participants with positive outcomes. All participants said they enjoyed the experience. Many smiles and laughter were observed while participants playing with the device and software
Whyatt et al. (2015)(Whyatt et al., 2015) reported that Wii was modified and a range of games were developed to deliver effective balance assessment and training for the older population. Unlike commercially available games, balance training games were tailored to the needs of elderly and sensitive to older adults’ movement capabilities. By coupling commercially available hardware with custom-made software programs, they have designed a portable balance training and assessment tool.
Healthy gaming design principles
More and more games are designed for health promotion purpose. Yet it remains to be a challenge to produce games that can be both entertaining and persuasive.
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Brox et al. (2011)(Brox et al., 2011) reviewed current literature about available health games and broke them into 3 categories: educational games, exergames and persuasive games. They were not able to conclude with certainty what kind of design principles work for what purposes. In other words, they could not find generally applicable game design principles and techniques that may be used to make health games. But they did point out that children may like “rich” games with many contents and information as well as playing together, while older adults may prefer simple games.
Playing somatosensory games using smartwatches
Playing somatosensory game usually require devices from name brand such as Kinect/XBOX or Wii. Also, sizable space is often needed for the comfort of playing games. Pan et al. (2017)(Pan et al., 2017) reported that a newly designed somatosensory game (fighting), which can be played using smartwatches and smart handheld devices. This eliminates the needs of finding a large space and carrying specific devices to play games.
2.3 Value Delivery
For an organization to build a successful business model, it is important to have the proper channels and relationship with its target audiences.
Perceived usefulness, perceived ease of use and usage attitude
Tsai et al. (2013)(Tsai et al., 2013) reported that a fitness testing platform (iFit) was installed in an assisted living community (Chang Gung Health and Culture Village) for fitness promotion and monitoring. Results showed that perceived usefulness, perceived ease of use and usage attitude positively impact behavioral intention to use the platform.
Acceptance of square dancers on a somatosensory game
Yu et al. (2015)(Yu & Rau, 2015) demonstrated the indoor somatosensory games can attract people who usually dance in the park (square dancers) as long as the interface of the game is simple and easy to follow.
Viewing versus Experiencing
Teh et al. (2014)(Teh et al., 2014) reported that when somatosensory technology is viewed, its perceived usefulness is weighed with perceived complexity. However, when somatosensory technology is experienced, the effect of perceived complexity disappears.
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2.4 Value Capture
For a serious game pilot program to be scalable, an organization needs to build a profitable business model. No papers found discussing the revenue streams or cost structure of using games for elderly health promotion in the organization level.
In our intervention experiment, we will focus on value proposition, i.e. the benefits the elderly gain from playing games. We want to find out whether games can help the elderly improve their physical health, quality of life and enhance their social networking.