Project Manager: Prof. dr. Mirjam M.R. Vollenbroek
The MAGGY project envisions the integration of ambulant sensing of physical activities anytime and anywhere with ambulant game environments allowing intensive training and coaching during daily life that goes beyond the walls of the home or rehabilitation setting.
About 55% of the elderly are inactive or not active enough according to the “Nederlandse Norm Gezond Bewegen”. Deploying a more active lifestyle is considered important in order to be able to live their lives independently and to be more self-supporting. Gaming technologies are believed to offer opportunities to increase the motivation of the 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 target population for games, very few of the available games today specifically target the elderly population.
The objective of MAGGY is to motivate elderly to bring a desired and enduring change in their activity behaviors and helping them to uphold motivation resulting in better health outcomes. The MAGGY project envisions the integration of ambulant sensing of physical activities anytime and anywhere with ambulant game environments allowing intensive training and coaching during daily life that goes beyond the walls of the home or rehabilitation setting.
The objective of the project is to obtain knowledge about the preferred motivation strategies and effective gamification feedback strategies to be incorporated in MAGGY. By developing gamified feedback that combines the activity sensor data with appropriate motivation strategies for elderly gamers makes it possible to give playful personalized feedback to the elderly anytime and anywhere.
Project duration: 1-10-2013 / 1-10-2015
Number of person/months:
Project Coordinator: UT