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This paper proposes a series of design guidelines for implementation into digital game concepts for second and third-age adults based upon results collected from an empirical study. A mixed methods approach was undertaken comprised of game design workshops (Group 1) and observations of participants during game play on the Nintendo Wii™ and Sony PlayStation 2 consoles (Group 2). A mapping process encompassing previous literature keywords, and observations was performed, categorizing three main areas (older adults, technology, and interaction/content). This paper highlights several facets aimed towards the incorporation of design recommendations and rationales for digital game design. To produce games that appeal to a wider or ageing audience, consideration to content variety, choice, and flexibility is important—as is the ease of interaction.
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Stored only when both papers are in the corpus — 62 citations exist upstream.
Papers that cite the same references — the relational fallback while embeddings are still backfilling.
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