EXERGAMING FOR SENIORS
WIKI (Seniors) http://exergaming.pbworks.com/Exergames-for-Seniors
FitViewer - is a fitness software accessorie, which enables bycicles or fitness bikes to drive through a virtual reality at home. Digital films in high resolution quality of well-known scenic routes through european mountain areas guarantee an interesting and joyful fitness session.
Machine Dance for seniors http://www.machinedance.de/
Dancetown, the world's first dance game for grownups! http://www.dancetown.us/
DanceTown has the potential to be more recreational and more enjoyable than other types of exercise for inactive middle-age and older adults.
Another advantage of DanceTown is the potential to exercise at home, with a simple technology that does not require a large space. Moreover, since two dance pads can be connected simultaneously, people can play at the same time.
All these characteristics of DanceTown may help inactive middle age and older people to become more active. While we do not know of any formal studies of dance pad games in healthy middle-aged or older adults, the program has been shown to be safe in children and young adults.
The Dancetown system has:
· Two arcade quality dance platforms;
· Two reconfigured support frames;
· A computer and software.
The retail price of the system is $3,995.
Discover thousands of hours of cognitive training fun with very diverse exercises, each one with numerous options, difficulty levels and data sets.
There are several different types of memory at work in the human brain. "Working memory" processes information over a span of about 15 seconds, "short-term memory" retains information for up to about 60 seconds and "long-term memory" stores information indefinitely. Taken together, these are the cognitive skills we may notice most when they're slipping. Sustained practice with memory games and exercises helps to expand your strategies for remembering various kinds of information and helps to strengthen your memory functions.
An American in Paris
Around the World in 80 Trips
Hark back to centuries past and memorize coats of arms and all their complexities.
Objects, Where are You ?
Shapes and Colors
The Squeaking Mouse
What does a lynx, a marmot or a reindeer sound like? Could you recognize their call?
Words, Where are You ?
A perfect workout for your left and right brain.
(out of http://www.machinedance.de/)
Exergaming & Rehabitainment:
Use of game software and/or associated hardware to motivate, track, and induce various forms of physical activity (aerobic, physical therapy, anti-atrophy, etc.) that provides specific health outcomes.
Use of game software and related resources to effect and support individuals in changing behaviors that put them at-risk for poor health.
Management & Education:
Use of game software and related resources to educate people about diseases and especially to assist those with diseases and chronic illnesses to live well with those ailments.
Health Messaging & Patient Communication:
Use of game software and related resources to communicate to the public about health concerns, policies, or health issues.
Exploring the theories and practices behind using games to improve various aspects of cognitive health via game-based conditioning/stimulation including but not limited to various forms of memory, equilibrium, and eye-hand coordination.
& Managment Sims & Occupational Recruitment:
Training skills, management practices using games. Using games to visualize health-related jobs, practices, and systems in an attempt to recruit talent to health-based occupations.
for Games & Disability focused Games:
Making all games accessible or providing games specific to disabilities in order to people with lifelong or temporary disabilities enhanced quality of life, specific therapy, new social capabilities, or disability related training.
The use of games in all aspects of epidemiology including training, visualization, behavior research, modeling, and more.
Distraction & Stress Relief:
Games or game-like environments provided to offer distraction from chronic, or temporary pain, medical procedures or as means to provide relief from stress.
Games or game-based environments that provide support for psychological assessment, treatment, or education.
Games About Health or Substantial Health Related Play:
Games that offer interesting media studios, design patterns, or other insight into how health is or could be portrayed in games.
Effects of Games:
Studies that show general health related outcomes from playing games in general (e.g. repetitive stress injuries, online game addiction, motion sickness, etc.)
First Responders & Mass Casualty Training:
Games that specialize in training citizens and professional first responders in all forms of pre-hospital care and aide including for incidents involving mass casualties.
Informatics & Health Data Collection:
The use of games, game technologies, and design patterns to aide in the collection, visualization, and analysis of health and medical information.
Use of game-based technologies and design techniques to create believable physiological and psychological synthetic humans for use in training and other relevant situations.
& Visualization Applications:
Applying game design techniques and game technologies to problems in health and healthcare involving application interface design and general issues of visualization.
Health & Electronic Medical Record Systems:
Using interface ideas and avatar technologies from games along with other design and engineering resources to foster innovation in personal health and electronic medical record systems.
International conferences : http://gamesforhealth.org/index3.html
Interactive Fitness and Exergame Network (forum) http://www.linkedin.com/groups?gid=1895278