@inproceedings{ubo:37328,
  author = {Klauser, Matthias and Kötteritzsch, Anna and Niesenhaus, Jörg and Budweg, Steffen},
  editor = {Reiterer, Harald and Deussen, Oliver},
  chapter = {},
  title = {Analysis and Classification of Serious Games for Elderly},
  year = {2012},
  publisher = {Oldenbourg Verl.},
  address = {München},
  abstract = {Serious games aim at providing benefits beyond pure entertainment and are a growing area of research. Furthermore, not only the number of serious games increases but also the range of application areas. Today, serious games address physical cognitive social and psychological needs for a different target audience with multiple devices. Serious games are often classified by benefits or purpose within a specific application area, but classifications focused on different user- and game-specific aspects are still rare. In this paper we provide an overview on a selection of serious games for elderly people by extracting and summarizing common categories used to classify games on a general level and especially serious games. Furthermore, a collection of serious games for elderly based on literature research as well as a classification using the summarized categories is presented. By those means, serious games for elderly shall be structured and not sufficiently covered approaches of providing benefits be identified.},
  isbn = {978-3-486-71879-9},
  booktitle = {Mensch &amp; Computer 2012: 12. fachübergreifende Konferenz für interaktive und kooperative Medien. Interaktiv informiert – allgegenwärtig und allumfassend!?}
}


@inproceedings{ubo:31825,
  author = {Klauser, Matthias and Schulte, P. Frank and Niesenhaus, Jörg and Grundmann, Manuel and Ziegler, Jürgen},
  editor = {Eibl, Maximilian},
  chapter = {},
  title = {Merobrixx – Mental Rotation Bricks: A serious game for cognitive training},
  year = {2011},
  publisher = {Oldenbourg Verlag},
  address = {München},
  abstract = {In this paper we introduce the prototype of a cognitive training environment called “Merobrixx”. Merobrixx is a serious game for players of all ages, including children and elderly people, based on traditional mental rotation training methods. Players interact with the game by means of a Tangible User Interface (TUI), which consists of three-dimensional objects made of LEGO bricks. A first evaluation of the system confirms that the user’s performance in the game is positively related to his or her general mental rotation ability. Based on these findings further research regarding the conditions for a long term training effect is planned.},
  isbn = {978-3-486-71235-3},
  url = {http://dl.mensch-und-computer.de/handle/123456789/1548},
  booktitle = {Mensch &amp; Computer 2011, 11. fachübergreifende Konferenz für interaktive und kooperative Medien. überMEDIEN – ÜBERmorgen}
}


@inproceedings{ubo:27630,
  author = {Gerling, Kathrin and Klauser, Matthias and Masuch, Maic},
  editor = {Niesenhaus, Jörg and Rauterberg, Matthias and Masuch, Maic},
  chapter = {},
  title = {Serious Interface Design for Dental Health: WiiMote-based Tangible Interaction for School Children},
  year = {2010},
  publisher = {CEUR Workshop Proceedings ; 634},
  abstract = {This paper describes a camera-based approach towards creating a tangible interface for serious games. We introduce our game for dental health targeted at school children which implements the Nintendo WiiMote as infrared camera. Paired with a gesture-recognition system, this combination allows us to apply real-world items as input devices. Thereby, the game tries to address different aspects of dental hygiene along with the improvement of children’s motor skills. In our focus group test, we found that tangible interfaces offer great potential for educational purposes and can be used to engage kids in a playful learning process by addressing their childlike curiosity and fostering implicit learning.},
  url = {http://ceur-ws.org/Vol-634/Entertainment-Interfaces-Proceedings02.pdf},
  booktitle = {EI 2010 : Proceedings of the Entertainment Interfaces Track 2010 at Interaktive Kulturen 2010}
}


