"Game-based psychotherapy" for active ageing: A game design proposal in non-game context

The aim of this paper is to propose a digital game as a learning strategy to encourage active ageing, based on the participants' learning context and their main motivations to adhere to healthy habits. Thirty-three participants of a Portuguese University of Third Age enrolled a twenty-nine-session course, in which the following topics were discussed: physical activity, nutrition, cognitive activity, security, participation in society, and information and communication technologies. Data were collected using field notes, group discussions and questionnaires. A game design proposal is presented and the main elements and techniques of game design that can be applied in non-game contexts are discussed.

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