Abstract
The objective of this paper is to provide an overview of the iStoppFalls exergames, in association with digital game genres and aesthetics. This paper aims to present the links between game theory and the developed exergames presented in this paper, resulting in a series of proposed recommendations. Although there is a growing body of work associated to exergames and health rehabilitation there is little work focusing and identifying game theory and exergames. For the future development of exergames a series of proposed recommendations have been suggested to facilitate researchers, practitioners and participants in gaining further understanding of the use of exergames for health rehabilitation in particular, fall prevention. To the knowledge of the authors, the iStoppFalls is the first ambient assisted exercise program (AAEP) which utilizes 21st Century digital game technology with a primary focus on fall prevention.
Access provided by Autonomous University of Puebla. Download to read the full chapter text
Chapter PDF
Similar content being viewed by others
Keywords
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.
Author information
Authors and Affiliations
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2014 Springer Fachmedien Wiesbaden
About this paper
Cite this paper
Marston, H.R., Kroll, M., Fink, D., Eichberg, S. (2014). Digital Game Aesthetics of the iStoppFalls Exergame. In: Schouten, B., Fedtke, S., Schijven, M., Vosmeer, M., Gekker, A. (eds) Games for Health 2014. Springer Vieweg, Wiesbaden. https://doi.org/10.1007/978-3-658-07141-7_12
Download citation
DOI: https://doi.org/10.1007/978-3-658-07141-7_12
Published:
Publisher Name: Springer Vieweg, Wiesbaden
Print ISBN: 978-3-658-07140-0
Online ISBN: 978-3-658-07141-7
eBook Packages: Computer ScienceComputer Science (R0)