Grant: Engage Grants Program
University of Ontario Institute of Technology
$25,000.00
Creating an adaptive gamified online service for older adults
EF 2014-15
Résumé
Aging adults can become reluctant to engage in fitness activity because they are getting older, which often contributes to a lack of motivation to exercise and can lead to a sedentary lifestyle. Research emphasizes the positive aspects of video game technology as a medium to mitigate the challenges of aging and provide more incentives for fitness for people in the age group of 50 to 70 year-old adults. The company, Vintage Fitness, aims to engage older adults through gamified online technology to sustain their motivation of maintaining a healthy and fit lifestyle. Older adults can feel unmotivated, confused by the technology and unsure of the complex fitness offerings available today (such as Nike+, Runkeeper, Fitocracy to name a few examples) especially by online offerings. It is important that such offerings adapt to the specific needs of older adults to keep them engaged and allow for low barriers of entry when using technology. The company is seeking the expertise of UOIT's research team to build the underlying game technology and for an online gamified online fitness service for older adults. This proposal outlines the need to develop an adaptive gamification web service that interprets physiological and online user activity data of older adults, builds an interactive community through data logging, and establishes a parametric relationship between physical activity and online presence. Such a specialized gamified service would be a first to address motivational aspects of older adults through scientific study relating physical fitness and online presence to each other. This could bring new insights into the study of motivational game technology and provide research value to the company.
Programme
Engage Grants Program
Bénéficiaire
Emplacement
Ontario, Canada
Type de bénéficiaire
Academia
Type
Grant
Source
NSERC's Awards Data
Tel que publié
Application id
463454-2014
Name nom
Nacke, Lennart
Department département
Business and Information Technology, Faculty of
Organization id
19222
Institution établissement
University of Ontario Institute of Technology
Province en
Ontario
Province fr
Ontario
Country en
CANADA
Country fr
CANADA
Fiscal year exercice financier
2014
Competition year année de concours
2014
Award amount
25000
Program id
EGP
Program name en
Engage Grants Program
Program name fr
Programme de subventions d'engagement partenariat
Group en
Research partnerships programs
Group fr
Programmes de partenariat
Committee code
1553
Committee name en
Ontario Internal Decision Committee
Committee name fr
Comité de décision interne pour l'Ontario
Area of application code
1207
Area of application group en
Advancement of knowledge
Area of application group fr
Avancement des connaissances
Area of application en
Information, computer and communication technologies
Area of application fr
Technologie de l'information, des ordinateurs et des réseaux de communications
Research subject code
2700
Research subject group en
Information technology
Research subject group fr
Technologie de l'information
Research subject en
Information technology
Research subject fr
Technologie de l'information
Partie
1
Nb partie
1
Application title
Creating an adaptive gamified online service for older adults
Keyword
NSERC
Application summary
Aging adults can become reluctant to engage in fitness activity because they are getting older, which often contributes to a lack of motivation to exercise and can lead to a sedentary lifestyle. Research emphasizes the positive aspects of video game technology as a medium to mitigate the challenges of aging and provide more incentives for fitness for people in the age group of 50 to 70 year-old adults. The company, Vintage Fitness, aims to engage older adults through gamified online technology to sustain their motivation of maintaining a healthy and fit lifestyle. Older adults can feel unmotivated, confused by the technology and unsure of the complex fitness offerings available today (such as Nike+, Runkeeper, Fitocracy to name a few examples) especially by online offerings. It is important that such offerings adapt to the specific needs of older adults to keep them engaged and allow for low barriers of entry when using technology. The company is seeking the expertise of UOIT's research team to build the underlying game technology and for an online gamified online fitness service for older adults. This proposal outlines the need to develop an adaptive gamification web service that interprets physiological and online user activity data of older adults, builds an interactive community through data logging, and establishes a parametric relationship between physical activity and online presence. Such a specialized gamified service would be a first to address motivational aspects of older adults through scientific study relating physical fitness and online presence to each other. This could bring new insights into the study of motivational game technology and provide research value to the company.