<?xml version="1.0" encoding="UTF-8"?><xml><records><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>47</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Kappen, D.L.</style></author><author><style face="normal" font="default" size="100%">Nacke, L.E.</style></author><author><style face="normal" font="default" size="100%">Gerling, K.M.</style></author><author><style face="normal" font="default" size="100%">L. E. Tsotsos</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Design Strategies for Gamified Physical Activity Applications for Older Adults</style></title><secondary-title><style face="normal" font="default" size="100%">2016 49th Hawaii International Conference on System Sciences (HICSS)</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">active lifestyle</style></keyword><keyword><style  face="normal" font="default" size="100%">Aging</style></keyword><keyword><style  face="normal" font="default" size="100%">computer games</style></keyword><keyword><style  face="normal" font="default" size="100%">Context</style></keyword><keyword><style  face="normal" font="default" size="100%">elderly</style></keyword><keyword><style  face="normal" font="default" size="100%">exercise</style></keyword><keyword><style  face="normal" font="default" size="100%">exercise motivation</style></keyword><keyword><style  face="normal" font="default" size="100%">exercise routine</style></keyword><keyword><style  face="normal" font="default" size="100%">fitness</style></keyword><keyword><style  face="normal" font="default" size="100%">Games</style></keyword><keyword><style  face="normal" font="default" size="100%">gamification</style></keyword><keyword><style  face="normal" font="default" size="100%">gamified physical activity</style></keyword><keyword><style  face="normal" font="default" size="100%">geriatrics</style></keyword><keyword><style  face="normal" font="default" size="100%">Guidelines</style></keyword><keyword><style  face="normal" font="default" size="100%">health care</style></keyword><keyword><style  face="normal" font="default" size="100%">interactive systems</style></keyword><keyword><style  face="normal" font="default" size="100%">Interviews</style></keyword><keyword><style  face="normal" font="default" size="100%">Lenses</style></keyword><keyword><style  face="normal" font="default" size="100%">motivation</style></keyword><keyword><style  face="normal" font="default" size="100%">older adult</style></keyword><keyword><style  face="normal" font="default" size="100%">older adults</style></keyword><keyword><style  face="normal" font="default" size="100%">physical activity</style></keyword><keyword><style  face="normal" font="default" size="100%">playful interactive system</style></keyword><keyword><style  face="normal" font="default" size="100%">Protocols</style></keyword><keyword><style  face="normal" font="default" size="100%">sport</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2016</style></year><pub-dates><date><style  face="normal" font="default" size="100%">Jan</style></date></pub-dates></dates><pages><style face="normal" font="default" size="100%">1309-1318</style></pages><language><style face="normal" font="default" size="100%">eng</style></language><abstract><style face="normal" font="default" size="100%">Staying physically active is essential to wellbeing in late life. However, many older adults experience barriers to physical activity. Past research has investigated the development of playful interactive systems to support exercise routines and reduce access barriers. Yet, little research has been done on older adults' needs and preferences regarding technologies that support physical activity. We address this issue through an exploration of older adults' exercise motivations grouped around themes relevant to technology design. We conducted semi-structured interviews with 19 older adults, and followed up with a focus group study of physical trainers and older adults with an active lifestyle. Based on our results, we discuss their conflicting perspectives and challenges on exercise and technology, which leads us to contribute design strategies to support designers as well as researchers wishing to create meaningful and playful fitness applications for older adults.</style></abstract></record></records></xml>