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Deploying an active lifestyle is considered important in order to be able to live their lives independently and to be more self-supporting, especially for elderly. Gaming technologies are believed to offer opportunities to increase the motivation of elderly for physical activity without additional burden on both formal and informal health care. Despite the fact that the elderly population is an important, large, growing and power purchasing target population for games, very few of the available games today specifically target the elderly population and/or fail to achieve a long-term behavioral change in activity patterns during daily life. In the MAGGY project ambulant sensing of physical activities anytime and anywhere will be integrated with ambulant game environments enabling elderly to play throughout the day in the real world setting and no longer confining them to a single location to play. In order to achieve a long term behavioral change, the objective of the current project is to investigate the preferred motivation strategies and effective gamification feedback strategies in elderly by means of a combining a user-centered design approach with experimental work based on theoretical models related to player motivation strategies and behavioral change. Partners in this project are the University of Twente, Roessingh Research and Development, GameShip BV, TriviumMeulenbeltZorg and Paramedisch Instituut Rembrandt. The project starts 1st of May 2013 and will run for two years.
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