In recent times, the utilisation of gamification theory has witnessed considerable growth and spread in the fields of education, medicine, and commerce, among others. Gamification encompasses using game mechanics and principles, but in special, non-game situations, to develop a feeling of motivation and achieve greater engagement. Among the numerous demographics that may benefit from this method, the elderly population is the one that may profit the most. Through gamification, the elderly can access various learning programmes, remain physically and mentally full, and beat their society’s stigmas. The GAMES project is the pioneer in this plan. It is perfectly self-explanatory that it supports developing a lifelong learning attitude and preventing age bias.
The GAMES project is driven by the following primary goals:
- Providing access to sources of learning, such as unconventional ways, for elderly people.
- Confrontation of negative stereotypes that are then associated with active citizens that are above the age of 65.
- Implementing the techniques of gamification makes sure that the goal of mental and physical improvement is achieved while the objectives of staying socially active are also met.
- The Use of Gamification Processes as an Engaging and Valuable Multidisciplinary Activity for the Elderly
1. Use of cognitive games to keep the brain active:
An appropriate gamification method, among others, in relation to the spiritual prosperity of the elderly is the implementation of brain games. These games target boosting our cognitive abilities such as concentration, memory, problem-solving, and reasoning. The generalisations are such things as crosswords, word searches, and strategy games. Cognitive health improvement technologies like Lumosity and BrainHQ offer activities that were designed to go through the formation process. One of the great insights provided by regular involvement in these games is that cognitive abilities remain stable as ageing progresses, and the onset of a decline could be delayed.
2. Exergames are the ones that provide physical activity involving the use of the user’s body movements, like running, jumping, etc.
Physical exercise remains vital since the way you stay healthy and active in older age depends on it. Exergames, which are video games that involve some kind of physical activity to be able to play them, provide effects that are not provided by just about any other type of video game. As an example, the Wii Sports or Dance Dance Revolution games are a perfect way for seniors to perform physical exercises while having fun with other players. Such activities would not only be of support in improving the physical fitness of the seniors but also assure them of a social platform where they can interact with peers, which might lead to better mental and emotional health.
3. Multiplayer Activities and Community Experience in Multiplayer and Community Events as a Part of Social Interaction:
Social and emotional isolation and loneliness are very considerable problems for the elderly. Gamification will tackle this for sure by creating social interaction using multiplayer and community games. When senior citizens utilise online platforms or mobile apps that have multiplayer options, they can easily interact with their friends, family members, and many acquaintances who may be coming from everywhere around the globe. Words with Friends or the duplicate bridge tournaments on the net are social engagement events so that you can develop a sense of community, or, in other words, good neighbourliness.
4. Knowledge and Proficiency Gained through Educational Players:
Educational games may greatly help in the lifelong learning process by providing diverse fields of helpful knowledge and skills. Whether you learn a new language, advance in the digital curriculum, or raise new hobbies, gamified learning systems make the learning process interesting and simple. Studying a foreign language (e.g., DuoLingo) or doing courses on Coursera in a ‘gamified’ manner provides older people with the means to study in an informal way that is very intriguing.
The GAMES project is a concrete manifestation of the compared ideas of how gamification can be used in ageing by designing such games. Offering adults of advanced age a chance to join informal education, the project aims at helping them do mental workouts and adds to their personal growth. Furthermore, the GAMES project presents active seniors involved in gamma-based activities, which is evidence of the fact that there cannot be any negative stereotypes and rather a positive image of the old life is formed.
Hence, this approach is in tune with the E.U. Charter of Fundamental Rights, which articulates education as a fundamental right of every individual and furthers the aspects of dignity, respect, and participation of every person, irrespective of age. The GAMES project thus creates a socio-cultural context where seniors are in a position to grow, which is important for a society that cares for and respects its elders.
The use of gamification is an influential technique that improves the living standards of elderly people. The SKILLS project shows that such approaches work and can be successfully applied to encourage people throughout their lives, promote physical activity, increase social interaction, and promote positive feelings and attitudes related to ageing. Besides the modern techniques for seniors’ enrichment, the vision that all society is free of any discrimination despite age will come true.
You can learn more about the GAMES project by visiting our website: https://gamification.tota.sk/