A cooperative game for older powered chair users and their friends and family
Katie Seaborn, Peter Pennefather, Deborah I. Fels · 2015
For older adults, adopting a powered mobility aid signals a life transition that affects several well-being factors: their self-image, motivation, and self-perception of ability, but also how other people — friends, family, coworkers, strangers — relate to and perceive these individuals. We present initial findings from a user study in which we (a) recorded a baseline of well-being using established psychological instruments, and (b) evaluated a web-based prototype of a cooperative mixed reality game for improving the well-being of older powered chair users and their friends and family. Our results show that most participants considered themselves to be happy and were driven by hedonic and eudaimonic motives during gameplay, but were mixed with respect to their attitudes towards disability.