2. The Ageing Population
The UK in the last 25 years:
Population over 65: 1.7 million (+1%)
Population under 16: 3.4 million (-2%)
The current elder care model will not work
Not enough financial capital
Not enough human capital
In the coming years:
People who can provide care << People who need care
This is a global problem
http://www.statistics.gov.uk/cci/nugget.asp?id=949
http://www.statistics.gov.uk/populationestimates/flash_pyramid/default.htm
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10. Research Questions
Can interfaces be redesigned to be more
intrinsically motivating by applying principles from
motivation research?
Can this help address the problem of healthcare for
the ageing population?
10 Engineering Design Centre
16. Games as Methods: Why games are intrinsically motivating
Self-Determination Theory
Competence
Autonomy
Relatedness
Flow Theory
Challenge matched to skills
Clear goals
Fast and relevant feedback
Theory of Intrinsically Motivating Instruction:
Curiosity
Fantasy
Challenge
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18. Method
Inventories used:
Intrinsic Motivation Inventory (IMI):
Autonomy
Competence
Interest/Enjoyment
Pressure/Tension
Perceived Competence (PC)
Player Experience of Need Satisfaction (PENS):
Autonomy
Competence
Interest/Enjoyment
New questions:
Desire for future play/use
Feelings of capability for future play/use
Voluntary use when mandatory play has stopped
19. Results
Mean Score Values by Condition
6
5 Free Choice Play Time (min)
IMI Pressure/Tension
4 IMI Interest/Enjoyment
Mean Score
IMI Autonomy
3 IMI Perceived Competence
Perceived Competence
2 PENS Interest/Enjoyment
PENS Perceived Competence
1 PENS Autonomy
0
Push Button Angry Birds Angry Birds Advanced
Condition
20. Mean Score
Fr
ee
C
ho
Results
ic
e
Pl
ay
IM Ti
m
0
1
2
3
4
5
6
IP e
re (m
ss in
IM ur )
II e/
nt Te
er ns
es io
t/E n
nj
oy
IM m
IP IM en
er IA t
ce ut
ive on
d om
Pe C y
rc om
ei pe
ve te
PE d nc
N Co e
S m
PE In pe
N te te
re
Inventory
S nc
Pe st
/E e
rc nj
ei oy
ve m
d en
Co t
m
pe
PE te
N nc
S e
Mean Score Values by Inventory
Au
to
no
m
y
Angry Birds
Push Button
Angry Birds Advanced
21. Results
One-way ANOVAs (between conditions)
Sum of Mean
Squar es df Sq uare F Sig.
IMI Between 25.800 2 12.900 .306 .739
Pressure/Tension G roups
IMI Between 528.200 2 264.100 1 .738 .195
Interest/Enjoyment G roups
IMI Autonomy Between 228.867 2 114.433 2 .288 .121
G roups
IMI Perceived Between 160.067 2 80.033 2 .492 .102
Com petence G roups
Perceived Between 150.867 2 75.433 3 .023 .065
Com petence G roups
PENS Between 45.267 2 22.633 .561 .577
Interest/Enjoyment G roups
PENS Pe rceived Between 121.362 2 60.681 4 .103 0.0 28*
Com petence G roups
PENS Aut onom y Between 106.867 2 53.433 2 .677 .087
G roups
Free Choice Play Between 5.373 2 2.687 1 .405 .263
Time G roups
Com puter Between .350 2 .175 1 .673 .207
Experience G roups
Touchs creen Between 2.400 2 1.200 2 .250 .125
Experience G roups
23. New Questions
Confidence in future game play:
I feel that given more time I could become better at playing this game
I could improve at playing this game.
Confidence in future use of tablet computers:
I believe I could learn to use a tablet computer.
Desire for future game play:
I would want the opportunity to get better at this game.
I would like to get better at playing this game.
I would like to play this game again.
Desire for future use of tablet computers:
I would like to use a tablet computer again in the future.
Disappointment at end of game play:
I was disappointed when I had to stop playing the game.
I was relieved when I could stop playing the game.
24. Results: Mean Scores for New Questions
Mean Score Values for New Questions
6.00
5.00 Desire for future use
4.00 Desire for future play
Mean Score
Confidence in future play
3.00
Confidence in future use
2.00
Disappointment with play
1.00 stopping
0.00
Push Button Angry Birds Angry Birds
Advanced
Condition
25. Results: ANOVA for new questions
One-way ANOVAs (between conditions)
Sum of Mean
Squa res df Square F Sig.
Desire for future Between 13.067 2 6.533 2 .090 .143
use G roups
Desire for future Between 17.156 2 8.578 3 .215 .056
play G roups
Confidence in Between .717 2 .358 .184 .833
f uture play G roups
Confidence in Between 2.867 2 1.433 .600 .556
f uture use G roups
Disappointm ent Between 7.317 2 3.658 1 .340 .279
with play G roups
st opping
26. Results: Correlations for New Questions
Negative Positiv e
Correlation Correlation
Desire for future use Desire for f uture play Confidence in fut ure play Confidence in future use Disappointment with play stopping
IMI Pressure/Tension
IMI Interest/ Enjoyment IMI Interest/ Enjoyment IMI Interest/ Enjoyment IMI Interest/ Enjoyment IMI Interest/ Enj oyment
IMI Autonomy IMI Autonomy IMI Autonomy
IMI Percei ved Competence IMI Perceived Competence IMI Per ceived Comp etence IMI Perceived Competence
Perceived Competence Percei ved Competence Perceived Competence Perceived Competence Perceived Competence
PENS Interest/ Enjoyment PENS Interest/ Enjoyment PENS Interest/ Enjoyment PENS Interest/ Enj oyment PENS Interest/ Enjoyment
PENS Perceived PENS Per ceived PENS Perceived
PENS Perceived Competence PENS Perceived Competence
Competence Competence Competence
Conditi on Condition
PENS Autonomy PENS Autonomy PENS Autono my PENS Autonomy
Free choice play time Free choice pl ay ti me Free choice play time
Touchscreen Exper ience
Desire for fu ture use Desire for future use Desi re for future use
Desire for future play Desir e for future pl ay Desire for futur e play
Confidence in future play Confidence in future pl ay Confidence in future pl ay Confi dence i n future play
Confidence in futur e use Confidence in future u se
Disappoi ntment with play Di sappointment with play
stopping stopping
28. Future Work
More in-depth statistical analyses.
Factor analysis
Two-way ANOVA
Development of inventory to be used in future studies based on
results of this study.
Testing of novel user interfaces using methods developed in this
study.
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