Design of a Personalized Affective Exergame to Increase Motivation in
the Elderly
Fenja T. Bruns
a
and Frank Wallhoff
b
Institute of Technical Assistance Systems (ITAS), Jade University of Applied Sciences,
Ofener Str. 16/19, 26121 Oldenburg, Germany
Keywords:
Affective Computing, Exergame, Elderly People, Personalization, Sensors.
Abstract:
Older people are among the most physically inactive. Game-based training programs (exergames) can motivate
this group to exercise more. However, for long term benefit it is important to maintain engagement and
motivation. Therefore, the emotions of the player should also be taken into account. This paper first gathers
requirements to develop a motivating exergame for elderly people. This includes specifics regarding the target
group as well as the inclusion of emotion theories. Based on these considerations, a concept for a framework is
proposed how these requirements can be implemented with the help of personalization and sensor technology
to create a successful and motivating exergame. A sample application demonstrates the flexibility of the
presented framework.
1 INTRODUCTION
In the coming years, the proportion of older adults
will increase. The elderly are among the physically
inactive (Mathews et al., 2010). This, in turn, can lead
to increased falls and fear of falling, which are two
of the main reasons for hospitalizations. Falls result
from incorrectly executed steps and lack of balance,
among other things. But inactivity can also cause hy-
pertension or diabetes, placing inactivity among the
fourth most common risk factors for mortality (World
Health Organization, 2010).
Sports exercises and balance training can counter-
act this and also take away the fear of falling. They
help improving movement patterns, gait and posture
(World Health Organization, 2010) (Leveille et al.,
1999). It has been shown that an important factor in
predicting fall risk is the ability to adapt gait (Caetano
et al., 2016).
It is important for effective training that the given
trainig program is followed. Daily repetitions are
frustrating and do not arouse the interest of partici-
pants, resulting in approximately 65% of patients not
adhering to the program and dropping out of physical
activity (Bassett and Phty, 2003). Also, complicated
and incomprehensible exercises lead to not perform-
ing the exercises (Dobson et al., 2016).
a
https://orcid.org/0000-0003-0395-3854
b
https://orcid.org/0000-0002-7791-3225
A promising and inexpensive way of balance
training are so-called exergames. The term exergame
is a composition of the words exercise and game
and describes computer games that are controlled by
movement and thus promote the physical fitness and
effort of the player (Oh and Yang, 2010). The goal
here is to maintain and increase motivation in physical
activity through fun (Lee et al., 2017). Exergames are
available for both light and strenuous tasks and can
be used in the home environment. Components of ex-
ergames can include step training, yoga, or strength
(Taylor et al., 2011). Game consoles that detect
sensor-based motion, such as the Nintendo Switch
or Microsoft Kinect, can be used to capture physi-
cal activity (Vox and Wallhoff, 2017). Exergames
have been shown to have positive effects on bal-
ance and strength training, improve mental health,
and strengthen social relationships (Alhagbani and
Williams, 2021) (Chen et al., 2018).
To maintain engagement while playing a com-
puter game, the player should be in the so-called flow
zone. In this zone, the person is completely absorbed
in his or her activity and forgets the sense of time. In
the flow zone, the player is neither over- nor under-
challenged by the exergame and experiences feelings
of happiness. This cognitive state influences the per-
son’s performance (Csikszentmihalyi, 2014). One
way to maintain the flow state is by regularly adjust-
ing the difficulty level based on the player’s perfor-
Bruns, F. and Wallhoff, F.
Design of a Personalized Affective Exergame to Increase Motivation in the Elderly.
DOI: 10.5220/0010892300003123
In Proceedings of the 15th International Joint Conference on Biomedical Engineering Systems and Technologies (BIOSTEC 2022) - Volume 5: HEALTHINF, pages 657-663
ISBN: 978-989-758-552-4; ISSN: 2184-4305
Copyright
c
2022 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
657
mance. In this way, the game settings are adjusted
to the player’s performance and abilities. It has been
shown that an individualization of exercises increases
the adherence of the training (Jordan et al., 2010).
For another way to adapt exercises to the user and
keep the user in the flow zone, affective computing
can be used. This is an area that deals with the emo-
tions and affects of the user. In real time, this involves
adapting the application to the user’s emotional state.
This can improve the usability of the system (Picard,
1999).
In the following, we will first present work in
which exergames were adapted to the user using
different methods. Subsequently, requirements that
are important for creating an affective exergame are
worked out on the basis of a literature research. Both
requirements for emotion recognition and require-
ments for older adults are described. Afterwards, a
concept for a framework will be presented that can
be used to implement these ascertained requirements
when creating an exergame for the elderly. The con-
ceptual framework consists of several components,
which will be explained in more detail. The paper
is concluded by a short summary and outlook.
2 RELATED WORK
The most important goal of a game is to entertain the
user. However, people amuse themselves in different
ways.
There are already different works in which games
have been adapted affectively. Besides presenting
games for education (Bontchev and Vassileva, 2016),
there are also works that discuss the design of affec-
tive games and game engines (Hudlicka, 2009). Us-
ing built-in pressure sensors in a controller, measur-
ing the speed and uniformity of a user’s movement,
the difficulty level of the game was adjusted to the
patient’s performance (Sucar et al., 2014). Hossain
et al. developed an exergame that uses speech analy-
sis to analyze user emotion and adapt the game. The
player gets feedback on his emotional state through
vibration (Hossain et al., 2018).
Games in which the difficulty level is adjusted are
also applied in rehabilitation. For example, the dif-
ficulty can be adapted based on the ratio between the
number of hits and the number of trials (Pezzera et al.,
2019). Also papers that use facial expressions to de-
tect emotions and change the difficulty have been pre-
sented (Aranha et al., 2017).
In (Rodriguez-Guerrero et al., 2017), (Erdogan
et al., 2018), and (Darzi and Novak, 2019), the diffi-
culty of rehabilitation games was adjusted using fea-
tures from physiological signals of the players. How-
ever, these games are limited to upper extremity re-
habilitation in seated exercises. Moreover, these sys-
tems are often tested with patients of a younger age
group and not with seniors.
There are still many challenges in the area of af-
fective computing because due to the variety of emo-
tions and the difficulty to distinguish them from each
other. In addition, the context in which the system is
to be used, the variety of emotions to be recognized,
as well as the target group must also be taken into
account. Despite considerable progress, the full po-
tential has not yet been realized. Partial solutions can
help to deal with this complex problem.
3 REQUIREMENTS
To create an affective exergame, requirements can be
divided into two areas: Requirements for the Elderly
and Requirements for Emotion Recognition. It is nec-
essary to combine these two areas in order to develop
an optimal exergame. In the case of requirements for
older people, the special needs of this target group
must be taken into account. This includes impair-
ments in hearing and seeing, as well as (senso-) mo-
toric limitations. For the requirements of an affective
game, existing emotion theories have to be consid-
ered. In the following, the requirements of the two
areas will be presented in more detail.
3.1 Requirements for the Elderly
As already mentioned in the beginning, older people
often suffer from impairments such as a poor sense of
hearing or vision. The increased risk of falling must
also be given special consideration when designing
an exergame. However, commercial exergames were
not designed with such aspects in mind, making them
mostly unplayable for older adults. (Konstantinidis
et al., 2015) (Gerling and Masuch, 2011) Therefore,
these games must be designed so that seniors can play
them as well. This includes having exercises in both
standing and sitting positions. In addition, the exer-
cises should be adapted to the ability of the players,
with a tolerance range in the accuracy of the execu-
tion of the movements (Brox et al., 2017).
Due to age-related illnesses, older individuals of-
ten experience social isolation. Also during the
COVID-19 lockdown, the elderly were the worst af-
fected by social isolation (Privor-Dumm et al., 2021).
Exergames can be used to improve psychosocial well-
being (Alhagbani and Williams, 2021). This can
be done, among other things, through a multiplayer
HEALTHINF 2022 - 15th International Conference on Health Informatics
658
mode or through competitions by counting points
(De Schutter and Vanden Abeele, 2008). In compe-
titions, it must be noted that the points scored are cal-
culated depending on the skills of the player. If the
performances are compared with an average player
(without any handycaps), a negative feeling of failing
the game may arise (Gerling and Masuch, 2011).
Based on these considerations, not only the exer-
cises themselves and the points scored, but also the
difficulty of the exercises should be adapted to the
player’s abilities. Thus, more active players need to
be challenged on a higher lebel compared to rather in-
active ones (Brox et al., 2017). The goal should be to
achieve a flow state in which the player focuses only
on the game (Csikszentmihalyi, 2014). Therefore, the
goals of the game must be achievable to maintain mo-
tivation, and should be adjusted as needed.
3.2 Requirements for Emotion
Recognition
To maintain motivation, the approach of affective
computing can be used. For this purpose, the emo-
tions of the players have to be recognized. Thereby,
not the basic emotions according to Ekman (Ekman,
1992), like disgust or surprise shall be identified, but
learning-centered emotions (Sann and Preiser, 2017),
like joy, confusion or boredom, or also moods. Be-
cause emotions are often felt individually and sit-
uationally, the emotion recognition system must be
trained to work with context-dependent data.
In order to react individually to the emotions, the
affective states, intensities and triggers can be stored
in user profiles. Such a profile serves as a basis for
adjustments, e.g. of the difficulty. Regular updating is
essential to capture new triggers and emotions. With
the user profile, appropriate adaptation strategies for
the game can be found to ensure player engagement
(Hudlicka, 2009).
Different sensors can be deployed to measure the
data needed for emotion recognition. In addition
to recognition based on facial expressions, emotions
have also been analyzed using health data. For this, it
is important that the sensors are used non-invasively
and that continuous real-time measurement is possi-
ble (Hudlicka, 2009). The sensors should be comfort-
able to ensure acceptable usability. For this purpose, it
is important that no attachment of electrodes is neces-
sary. In addition, cables can distract subjects and pre-
vent them from completing the task, so these should
also be avoided. Accordingly, the hardware should be
robust with regard to a sufficient signal quality. Fur-
thermore, direct and immediate data access must be
possible in order to continuously adapt the system to
the user’s condition. Therefore, no proprietary soft-
ware of the manufacturer should be necessary, where
the collected data can only be further used after an
export (Peter et al., 2005).
4 PROPOSED APPROACH
The requirements described above were taken into ac-
count in the development of the conceptual frame-
work. In addition, three main objectives representing
the individual needs had to be considered:
Assist the person in completing the training
Increase the person’s motivation by making the
tasks more fun
Increase the person’s sense of competence
Figure 1 shows the proposed framework for an af-
fective exergame. The individual components are de-
scribed in more detail below.
Portal
Game Setting
Motion
Detection
Webcam
Database
Customization
Affect
Detection
Wristband/
Smartwatch
Data
Motions
Data
Affects
Difficulty
Game & Player
Information
Game &
Player
Information
Game & Player
Information
Data
Figure 1: Framework for an affective exergame.
The overall concept of the framework is modular.
Flexibility is provided in terms of extensibility and
the combination of different games with sensors and
methods for customization.
Design of a Personalized Affective Exergame to Increase Motivation in the Elderly
659
4.1 Motion Detection
The crucial component for the game to be an ex-
ergame is that the game is typically controlled by
movements. A camera, ideally with depth informa-
tion, is used to see whether the required exercises are
performed. With the help of the image information,
the exercises can be recognized. By using a camera,
the game charackter may be controlled and placed in
an augmented reality scene. As a result, the player
finds himself and his surroundings reflected in the
game.
The camera could be a depth camera. This has the
advantage that additionally the accuracy of the exe-
cution of the movement can be evaluated. Another
advantage of a depth camera is that skeletal data can
be used directly. This eliminates the need for com-
plex image data, which can result in computationally
expensive computations. Depth information may also
lead to an increased acceptance of video recordings.
In contrast to the depth camera, a commercially
available webcam might alternatively also be used.
This is an inexpensive alternative and is already avail-
able in many end devices such as laptops or tablets.
Webcams can also be used without much experience.
However, the previously described advantages of a
depth camera are not available here, which means that
recognition accuary and maybe acceptance problems
may be expected.
4.2 Emotion Recognition
During the game, sensors will be used to record the
physiological state of the players. Machine learning
will be used to determine the emotional states from
the data obtained. Different classifiers shall be com-
pared with each other to achieve an optimal result.
The classification should achieve that the respective
emotion can be named.
For this purpose, data sets have to be recorded be-
forehand, in which not only the physiological data
are recorded, but also the subjectively perceived emo-
tions of the player in the situation. With this self-
assessment, a benchmark database can then be gen-
erated for the comparison of different emotion recog-
nition methods.
Non-invasive sensors that can be used easily shall
be applied to collect the data. Therefore, the phys-
iological parameters of skin conductance, heart rate,
and temperature shall be recorded using a smartwatch
or wristband. Also, wrist acceleration can be used to
detect rapid movements and determine the frustration
level. The Empatica E4 (Empatica Inc, 2021), which
can measure the above parameters, comes into con-
sideration. This type of hardware additionally avoids
cables for attaching the sensors and transmitting the
data, which could distract the subjects. Furthermore,
a wristband or smartwatch is intuitive, simple to use
and usually requires no further explanation. In ad-
dition, image and sound recordings can be used via
the webcam, which is used to control the game. The
emotional state can be determined based on facial ex-
pressions. It should also be possible to integrate other
sensors besides those of the smartwatch or wristband
and use them for further evaluation.
4.3 Customization
Before a player plays the exergame for the first time,
an external person, e.g., a caregiver or a trainer,
could enter information about, among other things,
the player’s movement limitations, age or health level.
Alternatively, some exercises could be performed in
advance to automatically determine the player’s abil-
ities, such as mobility and balance. Based on these
prerequisite informations, the difficulty of the ex-
ergame can be adjusted. Discrete adjustment of diffi-
culty (easy, medium, hard) should be avoided to pre-
vent under- or over-challenging people. In addition,
levels that are too difficult can increase the risk of
falling. Instead, the difficulty level of the exergame
should be continuously adjusted to the player’s per-
formance. However, the difficulty level should not ex-
ceed the player’s capabilities. Therefore, this player
information must be taken into account during the ad-
justment. In order to maintain motivation, the goals
should be achievable. If a previously defined goal
cannot be achieved, e.g. due to movement restric-
tions, the goal must be adjusted. These adjustments
should be done automatically by the game, so that
users can play it at home without a trainer.
Both the goal of the game and the difficulty of the
game must not depend only on the initial player in-
formation, but also on the actual emotional state of
the player. The states from emotion recognition, see
section 4.2, should be used to motivate the player by
keeping him in the flow. For example, if it is detected
that the player is bored, the game can increase the dif-
ficulty level, while not exceeding the player’s capabil-
ities.
4.4 Database
The emotions as well as current information about the
game (game name, difficulty, speed, score, game du-
ration) shall be stored in a database, in which a sep-
arate entry is created for each player. The player’s
skills and goals shall also be stored in a user profile in
HEALTHINF 2022 - 15th International Conference on Health Informatics
660
the database, which is individual for each person.
4.5 Portal
Players should be able to access their data to see. This
can be their own progress as well as an overview of
the levels in which they have encountered difficul-
ties. Each user shall additionally have the possibility
to share their progress with the other players. In this
way, players can compare themselves with each other,
if they wish. This should increase both the psychoso-
cial well-being and the motivation of the players.
4.6 Game Setting
In the Game Setting the different aspects are bundled
and the game is controlled. In addition, the database
entries are managed and access to the portal is pro-
vided.
There are different types of games that can be im-
plemented within the framework. In the following,
two game variants will be presented, based on the in-
troduction in section 1.
When designing an affective exergame, it is im-
portant to train different motor skills in order to en-
sure a balanced workout. Therefore, it is useful to
include balance and gait training as well as strength
training in the game.
In the area of balance and gait training, walking
ability can be improved and confidence in rapidly ex-
ecuted steps can be increased. This can improve mo-
bility. Such training could be implemented playfully
by letting the player collect objects by walking side-
ways. As the difficulty level increases, the user is en-
couraged to move faster. This strengthens balance and
self-confidence. However, the player’s abilities must
be taken into account, see section 4.3.
To strengthen the arms, a game could be created
that requires reaching for different objects that are dis-
played on the screen. This game can also improve
hand-eye coordination and arm mobility. This game
could be played both sitting and standing and is there-
fore suitable for everyone.
In both games, there may be additional items that
may not be collected. The items can provide contin-
uous feedback to the player during gameplay. This is
firstly visual feedback. This can be achieved by no-
ticeably increasing or decreasing the high score or by
the disappearance of the touched objects. Addition-
ally, auditory feedback should be available. While
a positive sound is played when collecting items, a
negative sound should be played when touching items
that are not to be collected. Additionally, it is possi-
ble to provide both visual and auditory feedback on
the player’s performance. This can cheer up and mo-
tivate the player.
5 APPLICATION EXAMPLE
In a student project, the proposed concept was im-
plemented in a modified form. In this project a 2D
jump’n’run game was developed which is controlled
by facial expressions using the Unity engine (Unity
Technologies, 2021). The facial expressions corre-
sponding to different emotions are used to trigger dif-
ferent actions of the player, such as jumping, ducking
or shooting. An example is shown in Figure 2. It
shows that a happy emotion causes the character to
jump. The game is intended to serve as a therapy-
accompanying training measure for facial paresis in
stroke patients. It is supposed to strengthen the pa-
tient’s facial muscles and thus improve the patient’s
emotional facial expressions.
The concept was adapted so that in the compo-
nent Motion Dectection no movements of the limbs
were detected with a camera, but different facial ex-
pressions were detected, i.e. angry, disgust, scared,
happy, sad, surprised and neutral using the real-time
emotion recognition provided by Omar Ayman (Ay-
man, 2018). In the Affect Detection component, as a
skin conductance sensor the Grove GSR sensor V1.2
(Seeed Technology Co., Ltd., 2021) was used together
with a Raspberry Pi, to determine the stress level of
the player. In the Customization component, depend-
ing on the stress level, the difficulty level in the game
was changed. This was expressed by changing the
number of enemies in the game as well as the number
of lives of the player.
This example gave evidence of the flexibility of
this concept. By implementing different games and
using different sensors, the presented framework can
be used for different affective exergames.
Figure 2: The emotion happy causes the character to jump.
Design of a Personalized Affective Exergame to Increase Motivation in the Elderly
661
6 CONCLUSION AND FUTURE
WORK
A concept for a framework was presented that uses
affective computing to adapt exergames to the emo-
tional states of the players. This should increase and
maintain engagement and motivation in the long term
and sustainably. During the development of the con-
cept different requirements were considered. This
has resulted in a conceptual framework that includes
a combination of game-based concepts, mechanisms
for personalization, sensor technology and affective
computing. The information of the latter two directly
influences the gameplay of the exergame.
Currently, the concept is being implemented with
movements of the limbs and will be evaluated with
elderly people. The aim is to evaluate whether athletic
abilities are increased by using the system. The user
experience of the system will also be evaluated.
To this end, games are currently being imple-
mented that are controlled by movement and are in-
tended to generate different emotions. A benchmark
database of emotions will then be created based on
these games. Subsequently, the artificial intelligence
can be trained to recognize the different emotions
based on the physiological data. A final test will eval-
uate the user experience and check whether the ex-
ergames react appropriately to the emotions.
ACKNOWLEDGEMENT
The authors would like to thank the students Carina
Fischer, Emily Hossfeld, Marie Kutscher and Geral-
dine Sutter for their contributions and the prelimi-
nary programming of a 2D jump’n’run game in their
project report using elements of emotion recognition
and stress detection.
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