A Method to Build Serious Games for Older Adults ADE2: Evaluation of User Perceptions and Threats of Validity
2021
- 262Usage
Metric Options: CountsSelecting the 1-year or 3-year option will change the metrics count to percentiles, illustrating how an article or review compares to other articles or reviews within the selected time period in the same journal. Selecting the 1-year option compares the metrics against other articles/reviews that were also published in the same calendar year. Selecting the 3-year option compares the metrics against other articles/reviews that were also published in the same calendar year plus the two years prior.
Example: if you select the 1-year option for an article published in 2019 and a metric category shows 90%, that means that the article or review is performing better than 90% of the other articles/reviews published in that journal in 2019. If you select the 3-year option for the same article published in 2019 and the metric category shows 90%, that means that the article or review is performing better than 90% of the other articles/reviews published in that journal in 2019, 2018 and 2017.
Citation Benchmarking is provided by Scopus and SciVal and is different from the metrics context provided by PlumX Metrics.
Example: if you select the 1-year option for an article published in 2019 and a metric category shows 90%, that means that the article or review is performing better than 90% of the other articles/reviews published in that journal in 2019. If you select the 3-year option for the same article published in 2019 and the metric category shows 90%, that means that the article or review is performing better than 90% of the other articles/reviews published in that journal in 2019, 2018 and 2017.
Citation Benchmarking is provided by Scopus and SciVal and is different from the metrics context provided by PlumX Metrics.
Metrics Details
- Usage262
- Downloads132
- Abstract Views130
Artifact Description
Over the years, people decrease their ability to remember certain events, which is more evident in older adults. Therefore, cognitive health professionals use tools and methods to train and assess attention and memory, among those solutions are found serious games. These games are intended to teach, while the player has fun. These games' demands high Human-Computer Interaction (HCI) characteristics which are not formally included during their development. In other contributions, it has been presented a first approach of a method to build serious games named ADE2. In that studies we established as further work the need of perform the empirical evaluation of the solution. Therefore, this paper presents an experimental process in which the ADE2 method has been evaluated by 22 software engineers, who evaluated it by using the Method Evaluation Model (MEM). The results show that the ADE2 method can be successfully adopted by the software engineering community and the actions performed by following each step of the method can be reached effectively and efficiently.
Bibliographic Details
Provide Feedback
Have ideas for a new metric? Would you like to see something else here?Let us know