This book chapter reviews current research in the area ofdigital game technology for rehabilitation, socialization, quality oflife (QoL), design, and cognition. In recent years, there has been substantial progress in these areas. With technology advancement, there is the potential to facilitate aging in place, resulting in the continuation and maintenance of independent community-based living at varying stages ofthe life course. As technological developments improve, the concept ofintegrating digital game technology into the lives of an aging population is becoming more popular than ever before. However, during the implementation into the home, issues ofphysical space and technology integration may occur. There are many types ofdwellings (apartments, houses, or bungalows) where older adults reside which contain a variety offixtures and furnishings. Implementation oftechnology into these different dwellings may be difficult due to the added furniture already installed. This chapter initiates discussion within these areas and provides recommendations for future technology integration.
CITATION STYLE
Marston, H. R. (2015). Aging in Digital Places. In Handbook of Smart Homes, Health Care and Well-Being (pp. 1–9). Springer International Publishing. https://doi.org/10.1007/978-3-319-01904-8_60-2
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