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  • Serious games have been studied with the objective to provide ways of combining learning/knowledge with entertainment. In Brazil it is known that a small proportion of older people have access to computers, and that a larger part already has access to cell phones. Therefore, we performed a literature review to identify items that mobile serious games should have to captivate the public's interest and motivation of seniors in playing them. We studied the needs, preferences and interests of the elderly in relation to digital games on smart phones and motivational factors that influence the use of serious games on smart phones. After the study, it was concluded that usability is a key factor for the elderly using digital games and that due to age restrictions it should be considered during the development of software. However, considering only aspects of usability is not sufficient to ensure the use of games by the elderly. It is necessary to awaken the motivation of the user, or in other words the user must be able to realize the benefits that the game will provide him/her. From this literature review, it will be possible to develop mobile serious games more suitable for the elderly population. (xsd:string)
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?:dateModified
  • 2013 (xsd:gyear)
?:datePublished
  • 2013 (xsd:gyear)
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  • pt (xsd:string)
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  • 1676-2592 ()
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  • 1 (xsd:string)
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  • Fatores motivacionais para desenvolvimento de mobile serious games com foco no público da terceira idade: uma revisão de literatura (xsd:string)
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  • Zeitschriftenartikel (xsd:string)
  • journal_article (en)
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  • GESIS-SSOAR (xsd:string)
  • In: ETD - Educação Temática Digital, 15, 2013, 1, 16-32 (xsd:string)
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?:urn
  • urn:nbn:de:0168-ssoar-358615 ()
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  • 15 (xsd:string)