Emotional Experience of older adults with Digital Games for Smartphones - a case study of the Brazilian game Viajando pelo Mundo.
Adriano D. EvelinKássia C. da SilvaOtaviano F. NevesLucila IshitaniCristiane Neri NobrePublished in: IHC (2016)
Keyphrases
- digital games
- older adults
- game play
- computer games
- educational games
- game based learning
- learning environment
- serious games
- ambient assisted living
- game design
- mobile devices
- video games
- case study
- digital game based learning
- learning tools
- smart home
- user groups
- computer literacy
- daily life
- assistive technology
- game playing
- digital media
- user experience
- smart phones
- expert systems