Presented at the 2009 conference of the Digital Games Research Association at Brunel University.
http://amd.newport.ac.uk/displayPage.aspx?object_id=10073&type=PAG
1. Wii Gaming for Older
Players
From Motivation to Appropriation, and Usability to
User Experience
Gareth R. White
Interact Lab, University of Sussex
g.white@sussex.ac.uk
Monday, 24 May 2010
0-1
Wii - Accessible?
Case-study
Contribution: Specificity and insight re: design mechanisms for elderly
Usability: Functional, can they play?
UX:
2. Background
• Age Concern Brighton and Hove
• 4 houses, residents aged 60-90
• Wii Sports Bowling & Wii Fit Skiing
Monday, 24 May 2010
1-2m
Digital divide (self efficacy, crystalised rather than fluid knowledge.)
Lindfield Court: 2nd session; 5/35 residents play
Woods House: 6 months experience (can setup and play independently); 3/37 residents play.
Somerset Point: 12 months experience (own console, independent). 2 consoles. Residents
setup, invite other houses, provide tea. 13 / 93
3. Methodology
• 4 month study
• 10 private, 2 public sessions
• 2-13 players; 1-5 researchers
• Semi-structured interviews; video
observation to extract usability
metrics
Monday, 24 May 2010
2-3
Usability errors are bad!
4. Motivation and
Adoption
• External introduction & mentor
• Self Efficacy (doubts)
• Intergeneration
• Fun (competition, teasing, support)
• Memories of games, youthful Miis
Monday, 24 May 2010
3-5
5. Usability: Ski Jump
• Embodied (Reactions)
• Game controls start / end
Binary success
6 beginners
100% “Failed to Takeoff” (0 / 30 attempts)
Monday, 24 May 2010
5-6
Mentor pressed buttons.
Abandoned!
8. Usability: Power Throws
• Embodied + Symbolic Modes
• Player & game control start / end
Failure Success
Button mash Late release
Premature swing Hit
Swing without ball Strike
Hold without release
Drop before swing
Monday, 24 May 2010
10-12
Why bowling success and ski jump not?
9. Bowling: Success with
Errors
Monday, 24 May 2010
12-14
Many errors
Gutter guards
Advice from audience
14 / 15 is great!
11. User Experience and
Appropriation
• Fun despite errors
• Significance of usability issues
• Peer mentors
• Group identity & play style (control)
Monday, 24 May 2010
17-19m
Self-efficacy
Invite other houses
12. Summary
• Adoption phase: advocacy & training
• Usability: reactions (physical) & symbolic
mode (cognitive)
• Fun & control: continuum of expertise
• Design for social space (off-screen)
• Gateway technology?
Monday, 24 May 2010
19-20m
Audience participation - turn taking
Digital Divide
13. Questions
Gareth R. White
Interact Lab, University of Sussex
g.white@sussex.ac.uk
Monday, 24 May 2010
20-30