{"title":"迈向游戏化的长者推荐系统","authors":"Madita Herpich, T. Rist, A. Seiderer, E. André","doi":"10.1145/3079452.3079500","DOIUrl":null,"url":null,"abstract":"Starting from our previous work on a digital picture frame - the CARE system - that interleaves a picture display mode with a recommender mode to promote a healthy life-style and to increase well-being of elderly people, this paper investigates the use of gamification as a means to increase user appreciation of the CARE system. To this end, we arranged two co-design workshops with peer-groups of senior citizens. We report on outcomes of the workshops and draw conclusions for a gamified version of CARE.","PeriodicalId":245682,"journal":{"name":"Proceedings of the 2017 International Conference on Digital Health","volume":"5 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2017-07-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"9","resultStr":"{\"title\":\"Towards a Gamified Recommender System for the Elderly\",\"authors\":\"Madita Herpich, T. Rist, A. Seiderer, E. André\",\"doi\":\"10.1145/3079452.3079500\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Starting from our previous work on a digital picture frame - the CARE system - that interleaves a picture display mode with a recommender mode to promote a healthy life-style and to increase well-being of elderly people, this paper investigates the use of gamification as a means to increase user appreciation of the CARE system. To this end, we arranged two co-design workshops with peer-groups of senior citizens. We report on outcomes of the workshops and draw conclusions for a gamified version of CARE.\",\"PeriodicalId\":245682,\"journal\":{\"name\":\"Proceedings of the 2017 International Conference on Digital Health\",\"volume\":\"5 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2017-07-02\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"9\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the 2017 International Conference on Digital Health\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/3079452.3079500\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 2017 International Conference on Digital Health","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3079452.3079500","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Towards a Gamified Recommender System for the Elderly
Starting from our previous work on a digital picture frame - the CARE system - that interleaves a picture display mode with a recommender mode to promote a healthy life-style and to increase well-being of elderly people, this paper investigates the use of gamification as a means to increase user appreciation of the CARE system. To this end, we arranged two co-design workshops with peer-groups of senior citizens. We report on outcomes of the workshops and draw conclusions for a gamified version of CARE.