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SeniorBox: Co-creating a toolkit to develop games for older adults

dc.contributor.authorPereira, M.
dc.contributor.authorRegalado, Francisco
dc.contributor.authorFerreira, Sónia
dc.contributor.authorVeloso, Ana Isabel
dc.date.accessioned2026-07-27T15:13:57Z
dc.date.available2026-07-27T15:13:57Z
dc.date.issued2026-07en_US
dc.date.updated2026-07-13T07:56:22Z
dc.description.abstractPopulation ageing has become one of the most significant demographic trends of the twenty-first century, posing major challenges to the promotion of active and healthy ageing. In Portugal, long-term care institutions face difficulties in providing meaningful activities that support older adults’ autonomy and wellbeing. In this context, games have emerged as a promising approach to reducing functional decline by fostering cognitive, physical, and social engagement. This study presents SeniorBox, a low-cost toolkit of games designed to promote active participation among older adults. The research followed an iterative DesignBased Research methodology, developed across four iterations. Initially, a literature review and semi-structured interviews with institutional professionals were conducted to identify design principles aligned with older adults’ preferences and institutional constraints. The findings highlighted the importance of simple mechanics and rules, familiar themes, and elements that stimulate cognitive and social interaction, as well as the need for affordable and accessible materials. Based on these insights, a set of games was developed using everyday, low-cost objects and tested with older adults from care institutions in the Aveiro district, Portugal. Observational data revealed high engagement levels, ease of use, and significant social interaction during gameplay. Subsequent iterations focused on the development and evaluation of low and high-fidelity versions of the toolkit, including instructional materials and a supporting website. Usability was assessed with professionals using the System Usability Scale, resulting in a score above 90%, indicating excellent usability. Overall, the study contributes a validated toolkit, practical design guidelines, and empirical evidence supporting the role of games in promoting autonomy and active ageing among older adults.eng
dc.description.versioninfo:eu-repo/semantics/publishedVersion
dc.identifier.slugcv-prod-5069262
dc.identifier.urihttp://hdl.handle.net/10400.19/10075
dc.language.isoeng
dc.peerreviewedyes
dc.publisherSpringeren_US
dc.rights.uriN/A
dc.subjectOlder adults
dc.subjectGames
dc.subjectPlayer experience
dc.subjectCo-design
dc.titleSeniorBox: Co-creating a toolkit to develop games for older adultsen_US
dc.typeconference paperen_US
dspace.entity.typePublication
oaire.citation.conferenceDate2026
oaire.citation.conferencePlaceCanadáen_US
oaire.citation.endPage379
oaire.citation.startPage364
oaire.citation.titleHuman Aspects of IT for the Aged Population
oaire.versionhttp://purl.org/coar/version/c_970fb48d4fbd8a85
person.familyNameFerreira
person.givenNameSónia
person.identifier.ciencia-id961B-514E-F239
person.identifier.orcid0000-0003-0664-1039
rcaap.cv.cienciaid961B-514E-F239 | Sónia Ferreira
rcaap.rightsrestrictedAccessen_US
relation.isAuthorOfPublication2bda986a-1487-41b1-bb7d-5e70731c47cd
relation.isAuthorOfPublication.latestForDiscovery2bda986a-1487-41b1-bb7d-5e70731c47cd

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