Serious Games for Cognitive Training in Ambient Assisted Living Environments - A Technology Acceptance Perspective.
Jan WittlandPhilipp BraunerMartina ZieflePublished in: INTERACT (1) (2015)
Keyphrases
- serious games
- ambient assisted living
- technology acceptance
- virtual environment
- ambient intelligence
- smart environments
- video games
- educational games
- game play
- computer games
- smart home
- learning scenarios
- game design
- user satisfaction
- design principles
- ubiquitous computing
- factors influencing
- game based learning
- learning processes
- human activities
- context aware
- daily activities
- social influence
- user acceptance
- digital games
- perceived usefulness
- machine learning
- case study
- information systems
- artificial intelligence
- factors affecting
- law enforcement
- service quality
- pervasive computing
- service oriented
- higher education
- intelligent systems
- individual level