Research Article

Heuristics and Recommendations for the Design of Mobile Serious Games for Older Adults

Table 5

Critical heuristics.

CH1: The game should provide clear rules, present the main objectives at the beginning, as well as short-term goals throughout the game.

CH2: The game must teach the basic skills needed at the beginning, to be used later by the players.

CH3: The game should provide an interesting, engaging, and absorbing tutorial, that also simulate gameplay, allowing easy understanding.

CH4: The game should use visual and audio effects to arouse interest and interaction, considering the restrictions due to ageing.

CH5: The player should find the game fun and enjoyable, without boring tasks. Repetitive tasks are acceptable as the advanced age can cause memory deficit.

CH6: The game should provide rewards which should be meaningful, enabling immersion in the game as a result of encouraging older people to play more.

CH7: The older player should not be penalized for the same error, since he/she may have attention and memory deficits. Besides that, the player should not lose any earned rewards.

CH8: Challenges should be consistent with the age restrictions of older people, providing positive experiences of the game rather than negative ones, making the player want to play more, rather than giving up.

CH9: The level of difficulty should vary so that the player experiences more challenges as the experience with the game is developed, but at a pace that does not generate frustration.

CH10: Tiredness or boredom should be minimized by varying activities and rhythm during play.

CH11: The game should be fair, engaging, easy to learn and should not be difficult to master, because the older player may have physical or cognitive limitations.

CH12: The player must feel in control.

CH13: The gameplay should be long and enduring to keep the players’ interest.

CH14: The first ten minutes of the game and the actions of the players should be obvious and should result in immediate and positive feedback for all types of players, encouraging them from the beginning of the game.

CH15: The player must be able to visualize their progress in the game and also to compare the results.

CH16: The game should be fun first for the player, then for the designer.