Kathrin Gerling | University of Saskatchewan (original) (raw)
Uploads
Papers by Kathrin Gerling
Few leisure activities are accessible to institutionalized older adults using wheelchairs; in con... more Few leisure activities are accessible to institutionalized older adults using wheelchairs; in consequence, they experience lower levels of perceived health than able-bodied peers. Video games have been shown to be an engaging leisure activity for older adults. In our work, we address the design of wheelchairaccessible motion-based games. We present KINECT Wheels , a toolkit designed to integrate wheelchair movements into motionbased games, and Cupcake Heaven, a wheelchair-based video game designed for older adults using wheelchairs. Results of two studies show that KINECT Wheels can be applied to make motionbased games wheelchair-accessible, and that wheelchair-based games engage older adults. Through the application of the wheelchair as an enabling technology in play, our work has the potential of encouraging older adults to develop a positive relationship with their wheelchair.
CHI 2013 Interactivity
The increasing popularity of full-body motion-based video games creates new challenges for game a... more The increasing popularity of full-body motion-based video games creates new challenges for game accessibility research. Many games strongly focus on able-bodied persons and require players to move around freely. To address this problem, we introduce KINECT Wheels , a toolkit that facilitates the integration of wheelchair-based game input. Our library can help game designers to integrate wheelchair input at the development stage, and it can be configured to trigger keystroke events to make off-the-shelf PC games wheelchair-accessible.
CHI 2013
Persuasive games are an effective approach for motivating health behavior, and recent years have ... more Persuasive games are an effective approach for motivating health behavior, and recent years have seen an increase in games designed for changing human behaviors or attitudes. However, these games are limited in two major ways: first, they are not based on theories of what motivates healthy behavior change. This makes it difficult to evaluate why a persuasive approach works. Second, most persuasive games treat players as a monolithic group. As an attempt to resolve these weaknesses, we conducted a large-scale survey of 642 gamers' eating habits and their associated determinants of healthy behavior to understand how health behavior relates to gamer type. We developed seven different models of healthy eating behavior for the gamer types identified by BrainHex. We then explored the differences between the models and created two approaches for effective persuasive game design based on our results. The first is a one-sizefits-all approach that will motivate the majority of the population, while not demotivating any players. The second is a personalized approach that will best motivate a particular type of gamer. Finally, to make our approaches actionable in persuasive game design, we map common game mechanics to the determinants of healthy behavior.
GI 2013
Providing cognitive and physical stimulation for older adults is critical for their well-being. V... more Providing cognitive and physical stimulation for older adults is critical for their well-being. Video games offer the opportunity of engaging seniors, and research has shown a variety of positive effects of motion-based video games for older adults. However, little is known about the suitability of motion-based game controls for older adults and how their use is affected by age-related changes. In this paper, we present a study evaluating sedentary and motion-based game controls with a focus on differences between younger and older adults. Our results show that older adults can apply motion-based game controls efficiently, and that they enjoy motion-based interaction. We present design implications based on our study, and demonstrate how our findings can be applied both to motion-based game design and to general interaction design for older adults.
Older adults in nursing homes often lead sedentary lifestyles, which reduces their life expectanc... more Older adults in nursing homes often lead sedentary lifestyles, which reduces their life expectancy. Full-body motion-control games provide an opportunity for these adults to remain active and engaged; these games are not designed with age-related impairments in mind, which prevents the games from being leveraged to increase the activity levels of older adults. In this paper, we present two studies aimed at developing game design guidelines for full-body motion controls for older adults experiencing agerelated changes and impairments. Our studies also demonstrate how full-body motion-control games can accommodate a variety of user abilities, have a positive effect on mood and, by extension, the emotional well-being of older adults. Based on our studies, we present seven guidelines for the design of full-body interaction in games. The guidelines are designed to foster safe physical activity among older adults, thereby increasing their quality of life.
An increasing amount of games is released on multiple platforms, and game designers face the chal... more An increasing amount of games is released on multiple platforms, and game designers face the challenge of integrating different interaction paradigms for console and PC users while keeping the core mechanics of a game. However, little research has addressed the influence of game controls on player experience. In this paper, we examine the impact of mouse and keyboard versus gamepad control in first-person shooters using the PC and PlayStation 3 versions of Battlefield: Bad Company 2. We conducted a study with 45 participants to compare player experience and game usability issues of participants who had previously played similar games on one of the respective gaming systems, while also exploring the effects of players being forced to switch to an unfamiliar platform. The results show that players switching to a new platform experience more usability issues and consider themselves more challenged, but report an equally positive overall experience as players on their comfort platform.
ICEC 2011
Because they offer an easy entry into play, casual games have become an increasingly popular leis... more Because they offer an easy entry into play, casual games have become an increasingly popular leisure activity among children and teenagers, engaging particularly broad target audiences. In this paper, we present a casual game that addresses childhood cancer: Besides mere entertainment, a health game that focuses on cancer may serve as a clinical tool in order to teach children about the particularities of the disease and initiate discussion among cancer patients, their parents and medical staff. In this context, the results of an empirical study revealed a generally high acceptance of the health game among young patients, while parents and medical staff highlighted the educational potential of health games addressing cancer. Additionally, we discuss the challenges of evaluating digital games in a hospital setting which were revealed during the evaluation phase.
This paper discusses the accessibility of commercially available video games for frail elderly pl... more This paper discusses the accessibility of commercially available video games for frail elderly players by providing an exemplary focus group analysis of Wii Sports and Wii Fit mini games. Although recent research results show that engaging with games may have positive effects of the overall well-being of senior citizens, the results of playtesting sessions presented within this paper suggest that not all games are fully accessible to elderly players. While the average perceived playing experience reported in focus group discussions is very positive, observations during the playing sessions suggest a variety of problems ranging from low-level controller issues and the inability to proceed through menu structures to complex effects of demanding in-game challenges and inadequate player feedback. Concluding, we argue that commercial games are not suitable for frail elderly and designing for accessibility needs to go beyond providing simplistic interfaces: To address institutionalized elderly, specifically designed games are necessary to provide a positive gaming experience.
Aktuelle Computerspiele eröffnen dem Spieler immer größer werdende Handlungs-und Bewegungsräume m... more Aktuelle Computerspiele eröffnen dem Spieler immer größer werdende Handlungs-und Bewegungsräume mit einer Vielzahl von Freiheitsgraden. Doch die steigenden Möglichkeiten des Spielers schaffen neue Probleme für das Story-Telling im Rahmen des digitalen Spiels. Daraus ergibt sich die Fragestellung, wie die Story dem neuen Freiheitsdenken in der Spielwelt angepasst werden kann.
Game research increasingly addresses human factors of gaming. Though more and more seniors become... more Game research increasingly addresses human factors of gaming. Though more and more seniors become players, game design for frail elderly has rarely been explored. This paper addresses game design for senior citizens experiencing age-related changes, especially cognitive and physical limitations. We introduce and evaluate the case study SilverPromenade, which is specifically aimed at providing institutionalized frail elderly with a new leisure activity. SilverPromenade allows players to go on virtual walks while accounting for special needs regarding game complexity, and simplistic interaction paradigms are provided using Nintendo"s Wii Remote and the Balance Board for game control. Evaluation results suggest that despite age-related impairments, the game was generally accessible to elderly persons. Yet, differences between inexperienced and experienced players were observed which suggest that interaction problems may be reduced by engaging with games over a longer time.
Proceedings of the 7th …, Jan 1, 2010
In this paper, we discuss chances and challenges of game design for an elderly audience with a fo... more In this paper, we discuss chances and challenges of game design for an elderly audience with a focus on the development of safe and usable exertion games for frail senior citizens. Based on an analysis of theoretical constraints, we conducted a case study which implements different balance tasks for elderly players featuring the Nintendo Wii Balance Board which encourages users to actively engage in game play. Furthermore, we tested the feasibility of the board as input device for our case study SilverBalance. Our results indicate that age-related impairments influence the use of video games among frail elderly in many respects, hence their needs have to be considered during the design process. In this context, our paper provides a foundation for future research regarding digital games for the elderly.
Although research results suggest that playing physically exerting games has a positive impact on... more Although research results suggest that playing physically exerting games has a positive impact on senior citizens' overall well-being, commercially available products are rarely designed with senior users in mind. In this paper, we present an evaluation including Nintendo Wii Fit balance games and our own interaction prototype SilverBalance aimed to examine the accessibility and overall feasibility of the Nintendo Balance Board as input device among elderly players. In this context, we compared the gaming performance of active senior citizens and members of a full-care nursing home who require extensive care and are dependent on assistive devices when walking. While the results show that agerelated impairments do have an impact on the use of video games among frail elderly in terms of player performance, they also suggest that the individual enjoyment of engaging in games is not affected by age and may therefore represent a promising opportunity for future game design efforts.
Few leisure activities are accessible to institutionalized older adults using wheelchairs; in con... more Few leisure activities are accessible to institutionalized older adults using wheelchairs; in consequence, they experience lower levels of perceived health than able-bodied peers. Video games have been shown to be an engaging leisure activity for older adults. In our work, we address the design of wheelchairaccessible motion-based games. We present KINECT Wheels , a toolkit designed to integrate wheelchair movements into motionbased games, and Cupcake Heaven, a wheelchair-based video game designed for older adults using wheelchairs. Results of two studies show that KINECT Wheels can be applied to make motionbased games wheelchair-accessible, and that wheelchair-based games engage older adults. Through the application of the wheelchair as an enabling technology in play, our work has the potential of encouraging older adults to develop a positive relationship with their wheelchair.
CHI 2013 Interactivity
The increasing popularity of full-body motion-based video games creates new challenges for game a... more The increasing popularity of full-body motion-based video games creates new challenges for game accessibility research. Many games strongly focus on able-bodied persons and require players to move around freely. To address this problem, we introduce KINECT Wheels , a toolkit that facilitates the integration of wheelchair-based game input. Our library can help game designers to integrate wheelchair input at the development stage, and it can be configured to trigger keystroke events to make off-the-shelf PC games wheelchair-accessible.
CHI 2013
Persuasive games are an effective approach for motivating health behavior, and recent years have ... more Persuasive games are an effective approach for motivating health behavior, and recent years have seen an increase in games designed for changing human behaviors or attitudes. However, these games are limited in two major ways: first, they are not based on theories of what motivates healthy behavior change. This makes it difficult to evaluate why a persuasive approach works. Second, most persuasive games treat players as a monolithic group. As an attempt to resolve these weaknesses, we conducted a large-scale survey of 642 gamers' eating habits and their associated determinants of healthy behavior to understand how health behavior relates to gamer type. We developed seven different models of healthy eating behavior for the gamer types identified by BrainHex. We then explored the differences between the models and created two approaches for effective persuasive game design based on our results. The first is a one-sizefits-all approach that will motivate the majority of the population, while not demotivating any players. The second is a personalized approach that will best motivate a particular type of gamer. Finally, to make our approaches actionable in persuasive game design, we map common game mechanics to the determinants of healthy behavior.
GI 2013
Providing cognitive and physical stimulation for older adults is critical for their well-being. V... more Providing cognitive and physical stimulation for older adults is critical for their well-being. Video games offer the opportunity of engaging seniors, and research has shown a variety of positive effects of motion-based video games for older adults. However, little is known about the suitability of motion-based game controls for older adults and how their use is affected by age-related changes. In this paper, we present a study evaluating sedentary and motion-based game controls with a focus on differences between younger and older adults. Our results show that older adults can apply motion-based game controls efficiently, and that they enjoy motion-based interaction. We present design implications based on our study, and demonstrate how our findings can be applied both to motion-based game design and to general interaction design for older adults.
Older adults in nursing homes often lead sedentary lifestyles, which reduces their life expectanc... more Older adults in nursing homes often lead sedentary lifestyles, which reduces their life expectancy. Full-body motion-control games provide an opportunity for these adults to remain active and engaged; these games are not designed with age-related impairments in mind, which prevents the games from being leveraged to increase the activity levels of older adults. In this paper, we present two studies aimed at developing game design guidelines for full-body motion controls for older adults experiencing agerelated changes and impairments. Our studies also demonstrate how full-body motion-control games can accommodate a variety of user abilities, have a positive effect on mood and, by extension, the emotional well-being of older adults. Based on our studies, we present seven guidelines for the design of full-body interaction in games. The guidelines are designed to foster safe physical activity among older adults, thereby increasing their quality of life.
An increasing amount of games is released on multiple platforms, and game designers face the chal... more An increasing amount of games is released on multiple platforms, and game designers face the challenge of integrating different interaction paradigms for console and PC users while keeping the core mechanics of a game. However, little research has addressed the influence of game controls on player experience. In this paper, we examine the impact of mouse and keyboard versus gamepad control in first-person shooters using the PC and PlayStation 3 versions of Battlefield: Bad Company 2. We conducted a study with 45 participants to compare player experience and game usability issues of participants who had previously played similar games on one of the respective gaming systems, while also exploring the effects of players being forced to switch to an unfamiliar platform. The results show that players switching to a new platform experience more usability issues and consider themselves more challenged, but report an equally positive overall experience as players on their comfort platform.
ICEC 2011
Because they offer an easy entry into play, casual games have become an increasingly popular leis... more Because they offer an easy entry into play, casual games have become an increasingly popular leisure activity among children and teenagers, engaging particularly broad target audiences. In this paper, we present a casual game that addresses childhood cancer: Besides mere entertainment, a health game that focuses on cancer may serve as a clinical tool in order to teach children about the particularities of the disease and initiate discussion among cancer patients, their parents and medical staff. In this context, the results of an empirical study revealed a generally high acceptance of the health game among young patients, while parents and medical staff highlighted the educational potential of health games addressing cancer. Additionally, we discuss the challenges of evaluating digital games in a hospital setting which were revealed during the evaluation phase.
This paper discusses the accessibility of commercially available video games for frail elderly pl... more This paper discusses the accessibility of commercially available video games for frail elderly players by providing an exemplary focus group analysis of Wii Sports and Wii Fit mini games. Although recent research results show that engaging with games may have positive effects of the overall well-being of senior citizens, the results of playtesting sessions presented within this paper suggest that not all games are fully accessible to elderly players. While the average perceived playing experience reported in focus group discussions is very positive, observations during the playing sessions suggest a variety of problems ranging from low-level controller issues and the inability to proceed through menu structures to complex effects of demanding in-game challenges and inadequate player feedback. Concluding, we argue that commercial games are not suitable for frail elderly and designing for accessibility needs to go beyond providing simplistic interfaces: To address institutionalized elderly, specifically designed games are necessary to provide a positive gaming experience.
Aktuelle Computerspiele eröffnen dem Spieler immer größer werdende Handlungs-und Bewegungsräume m... more Aktuelle Computerspiele eröffnen dem Spieler immer größer werdende Handlungs-und Bewegungsräume mit einer Vielzahl von Freiheitsgraden. Doch die steigenden Möglichkeiten des Spielers schaffen neue Probleme für das Story-Telling im Rahmen des digitalen Spiels. Daraus ergibt sich die Fragestellung, wie die Story dem neuen Freiheitsdenken in der Spielwelt angepasst werden kann.
Game research increasingly addresses human factors of gaming. Though more and more seniors become... more Game research increasingly addresses human factors of gaming. Though more and more seniors become players, game design for frail elderly has rarely been explored. This paper addresses game design for senior citizens experiencing age-related changes, especially cognitive and physical limitations. We introduce and evaluate the case study SilverPromenade, which is specifically aimed at providing institutionalized frail elderly with a new leisure activity. SilverPromenade allows players to go on virtual walks while accounting for special needs regarding game complexity, and simplistic interaction paradigms are provided using Nintendo"s Wii Remote and the Balance Board for game control. Evaluation results suggest that despite age-related impairments, the game was generally accessible to elderly persons. Yet, differences between inexperienced and experienced players were observed which suggest that interaction problems may be reduced by engaging with games over a longer time.
Proceedings of the 7th …, Jan 1, 2010
In this paper, we discuss chances and challenges of game design for an elderly audience with a fo... more In this paper, we discuss chances and challenges of game design for an elderly audience with a focus on the development of safe and usable exertion games for frail senior citizens. Based on an analysis of theoretical constraints, we conducted a case study which implements different balance tasks for elderly players featuring the Nintendo Wii Balance Board which encourages users to actively engage in game play. Furthermore, we tested the feasibility of the board as input device for our case study SilverBalance. Our results indicate that age-related impairments influence the use of video games among frail elderly in many respects, hence their needs have to be considered during the design process. In this context, our paper provides a foundation for future research regarding digital games for the elderly.
Although research results suggest that playing physically exerting games has a positive impact on... more Although research results suggest that playing physically exerting games has a positive impact on senior citizens' overall well-being, commercially available products are rarely designed with senior users in mind. In this paper, we present an evaluation including Nintendo Wii Fit balance games and our own interaction prototype SilverBalance aimed to examine the accessibility and overall feasibility of the Nintendo Balance Board as input device among elderly players. In this context, we compared the gaming performance of active senior citizens and members of a full-care nursing home who require extensive care and are dependent on assistive devices when walking. While the results show that agerelated impairments do have an impact on the use of video games among frail elderly in terms of player performance, they also suggest that the individual enjoyment of engaging in games is not affected by age and may therefore represent a promising opportunity for future game design efforts.