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Please use this identifier to cite or link to this item: http://dspace.ucuenca.edu.ec/handle/123456789/35392
Title: Towards an evaluation method of how accessible serious games are to older adults
Authors: Jimbo, Verónica
Cedillo Orellana, Irene Priscila
Sinchi Coronel, Pablo Fernando
Pesantez Cabrera, Paola Gabriela
Acosta, María Inés
Keywords: Evaluation
Older Adults
Serious Games
Accessibility
metadata.dc.ucuenca.areaconocimientofrascatiamplio: 2. Ingeniería y Tecnología
metadata.dc.ucuenca.areaconocimientofrascatidetallado: 2.2.4 Ingeniería de La Comunicación y de Sistemas
metadata.dc.ucuenca.areaconocimientofrascatiespecifico: 2.2 Ingenierias Eléctrica, Electrónica e Información
metadata.dc.ucuenca.areaconocimientounescoamplio: 06 - Información y Comunicación (TIC)
metadata.dc.ucuenca.areaconocimientounescodetallado: 0613 - Software y Desarrollo y Análisis de Aplicativos
metadata.dc.ucuenca.areaconocimientounescoespecifico: 061 - Información y Comunicación (TIC)
Issue Date: 2020
metadata.dc.ucuenca.volumen: 2020
metadata.dc.source: 2020 IEEE 8th International Conference on Serious Games and Applications for Health, SeGAH 2020
metadata.dc.identifier.doi: 10.1109/SeGAH49190.2020.9201655
Publisher: Institute of Electrical and Electronics Engineers Inc.
metadata.dc.description.city: 
Vancouver
metadata.dc.type: ARTÍCULO DE CONFERENCIA
Abstract: 
The loss of cognitive and motor functions in humans increases with age, and the aging population is expected to continue growing significantly in the following years. In this context, serious games have become a tool that supports health professionals in mitigating age-related cognitive problems. Additionally, the accessibility provided by those tools is a determinant factor when users need to adapt themselves to a particular technology. Therefore, this paper presents an accessibility model and an evaluation method useful for assessing how accessible serious games are to older adults, based on the Games Accessibility Guidelines (GAG) proposed by the International Game Developers Association and the ISO/IEC 25040. In order to validate and ensure the feasibility of this study, each activity of the proposed method has been applied to a real game that was created for improving certain cognitive functions (i.e., A Clockwork Brain suite of serious games).
URI: http://dspace.ucuenca.edu.ec/handle/123456789/35392
https://www.scopus.com/record/display.uri?eid=2-s2.0-85092715120&doi=10.1109%2fSeGAH49190.2020.9201655&origin=inward&txGid=15f5cd4d90be4eb02004ae53c86b44b6
metadata.dc.ucuenca.urifuente: https://ieeexplore.ieee.org/xpl/conhome/9194225/proceeding
ISBN: 978-172819042-6
ISSN: 2573-3060
Appears in Collections:Artículos

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