Please use this identifier to cite or link to this item: http://hdl.handle.net/10773/31589
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dc.contributor.authorCosta, Liliana Valept_PT
dc.contributor.authorVeloso, Ana Isabelpt_PT
dc.contributor.authorLoizou, Michaelpt_PT
dc.contributor.authorArnab, Sylvesterpt_PT
dc.date.accessioned2021-07-15T16:37:39Z-
dc.date.available2021-07-15T16:37:39Z-
dc.date.issued2018-08-03-
dc.identifier.issn0144-929Xpt_PT
dc.identifier.urihttp://hdl.handle.net/10773/31589-
dc.description.abstractThe goal of this study is to identify a set of psychosocial variables and design domains important for game designers to encourage active ageing, well-being and quality of life. Sixty adult learners at four universities of third age were randomly assigned to three groups: the experimental group (G1), who tested firstly a game-based learning platform (GBLP) and then a computer-assisted platform (CAP); the comparison group (G2), who tested firstly the CAP and then the GBLP and the control group (G3) that did not take part in the intervention. Participants were assessed on their health-related well-being and quality of life, using the SF36v2 and WHOQOL-BREF scales before and after each experiment. Findings suggest that there were differences between the group type and their perception on mental health (F(2,57) = 3.771, p = .029) and general health-related well-being (F(2,57) = 5.231, p = .008), in which the GBLP showed improvements relative to the CAP. The environment and mental health were some of the psychosocial domains that should be considered, whereas storytelling, context-aware challenges, game space, immediate feedback, role-playing and social engagement were relevant design domains for these games.pt_PT
dc.description.sponsorshipThis work was supported by the research project SEDUCE 2.0 - Use of Communication and Information in the miOne online community by senior citizens. This project is funded by FCT – Fundação para a Ciência e a Tecnologia, I.P., COMPETE 2020, Portugal 2020 and European Union, under the European Regional Development Fund, POCI-01-0145-FEDER-031696 SEDUCE 2.0.pt_PT
dc.language.isoengpt_PT
dc.publisherTaylor and Francispt_PT
dc.relationinfo:eu-repo/grantAgreement/FCT/5876-PPCDTI/111711/PTpt_PT
dc.rightsrestrictedAccesspt_PT
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/pt_PT
dc.subjectGamespt_PT
dc.subjectAgeingpt_PT
dc.subjectWell-beingpt_PT
dc.subjectQuality of lifept_PT
dc.subjectPilot Studypt_PT
dc.titleGames for active ageing, well-being and quality of life: a pilot studypt_PT
dc.typearticlept_PT
dc.description.versionpublishedpt_PT
dc.peerreviewedyespt_PT
degois.publication.firstPage842pt_PT
degois.publication.issue8pt_PT
degois.publication.lastPage854pt_PT
degois.publication.titleBehaviour & Information Technologypt_PT
degois.publication.volume37pt_PT
dc.relation.publisherversionhttps://www.tandfonline.com/doi/ref/10.1080/0144929X.2018.1485744pt_PT
dc.identifier.doi10.1080/0144929X.2018.1485744pt_PT
dc.identifier.essn1362-3001pt_PT
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