Tailoring Exergames for Clinical Populations: Lessons Learned and Design Considerations for Persons With Dementia and Late-Life Depression

为临床人群量身定制运动游戏:痴呆症和老年抑郁症患者的经验教训和设计考量

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Abstract

Exergames have emerged as promising tools for enhancing physical and cognitive engagement among various populations. However, standard commercial exergames often follow a "one-size-fits-all" approach, which may not be effective in addressing the unique needs of clinical populations such as individuals with dementia and late-life depression (LLD). This paper explores the challenges and insights gained from tailoring exergames specifically for these groups. By detailing the design and development process, we highlight key lessons learned, including the importance of customizing game mechanics, user interfaces, and feedback systems to align with the cognitive and physical capabilities of these individuals. This paper further proposes design considerations and best practices for future research, aiming to maximize therapeutic outcomes, user engagement, and overall feasibility of exergame interventions.

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