7 Mixed Reality Intergenerational Entertainment System 135
reported playing games with their families. Those who do play games with their
families reported similar types of games regardless of age. They reported playing
chess, cards, board games, and scroll.
In order to “break the ice” and to get the two generations of players to interact
and converse, players were organized into 5 teams of 4 players each with a total of
20 players. Each team was made up of two young players (between the ages of 10
and 12 years) and two older players (between the ages of 60 and 80 years). These
players made name tags for each other, introduced their teams, and the children were
designated as the scribes of the teams and would help the older players to fill out the
questionnaires in English. Each team was also designated a game studies facilitator
from our lab who helped to ensure that the questionnaires were filled out appropri-
ately and honestly. The game sessions were conducted similar to the previous studies
mentioned earlier. The results of the user studies are presented in the following sec-
tions organized into three sections, “physical interface design issues, physicality
issues of the virtual and physical player roles, and focus group session with older
players.” Young and old, the players overall enjoyed the game experience with all
respondents reporting a positive sentiment with nearly all respondents showing pos-
itive experiences and only one reporting a neutral experience. The results discussion
is now provided.
7.6.3 Physical Interface Design Issues
In designing an interactive system for older people and children, we aim to have high
levels of physical and social interaction among players on interfaces that are easy
to use and at the same time require minimal wearable equipment. The large phys-
ical floor display replaces the need for head-mounted displays for playing mixed
reality games. Virtual objects are displayed on the large display on the floor. The
older users reported that they were able to recognize the virtual objects displayed
on the floor display immediately and appreciated the bright, easy-to-understand
symbols.
To be registered in the game, the players have to wear the smart slippers with
a built-in RFID reader. The usability of the smart slippers presented a particular
challenge to the older players, most likely due to their r educed mobility and dexter-
ity. All of the adult players agreed that easily adjustable slippers are needed. One
generally accepted feature change idea provided by the older players was to use an
adjustable Velcro s trap to adjust the tightness of fit.
On the other hand, all of the older people were able to understand that the game
board was registering their physical steps. Using footsteps as a control mechanism in
the game is intuitive for them. Most of the older people in our study recognized the
floor platform as similar to the popular Dance Dance Revolution (DDR) dance plat-
form, which they often see young children playing in arcade centers. It is possible
that they have already developed a mental model of such a stepping interface, hence
it may have increased their acceptance of our floor-sensing interface. Also, many of