Engaging Aging: Exploring the Efficacy of Gamification in Promoting Mobility Among Older Adults

dc.contributor.advisorWalsh, Greg
dc.contributor.advisorWard, Bridget
dc.contributor.authorSkenandore, Keira R.
dc.contributor.departmentUniversity of Baltimore. Yale Gordon College of Arts and Sciences
dc.contributor.programUniversity of Baltimore. Master of Science in Interaction Design and Information Architecture
dc.date.accessioned2026-01-27T18:59:31Z
dc.date.issued2026
dc.descriptionM.S. -- The University of Baltimore, 2026
dc.descriptionThesis submitted to the Yale Gordon College of Arts and Sciences of The University of Baltimore in partial fulfillment of the requirements for the degree of Master of Science in Interaction Design and Information Architecture
dc.description.abstractThis thesis explores the application of gamification, which incorporates game elements into non-game contexts, as a strategy to support mobility, physical activity, and engagement among older adults. With the aging global population facing heightened risks of social isolation, cognitive decline, and physical limitations, innovative approaches are needed to promote well-being and independence. Despite gamification’s demonstrated effectiveness across diverse user groups, limited research has focused on its specific impact and usability for adults over 60. This study examines how gamification can enhance motivation, encourage physical activity, and foster social connection for this demographic. Using participatory design methods, this research captures firsthand insights from older adults regarding their preferences and interactions with gamification elements like progress tracking, levels, and more. Key findings suggest that accessible, goal-oriented features aligned with Self-Determination Theory, which emphasizes autonomy, competence, and relatedness as drivers of motivation, can significantly enhance motivation and engagement, particularly when tailored to address age-related cognitive and physical needs. Additionally, the study highlights critical design considerations, such as simplified interfaces and familiar features, to overcome technology barriers common among older adults. By offering actionable insights for designers and stakeholders, this research contributes to the growing body of knowledge on gamification, underscoring its potential as a tool for fostering active, healthy aging and improving the quality of life for older adults.
dc.format.extent136 leaves
dc.format.mimetypeapplication/pdf
dc.genreThesis
dc.identifierdoi:10.13016/m2ofvt-9ubm
dc.identifier.otherUB_2025_Skenandore_K
dc.identifier.urihttp://hdl.handle.net/11603/41591
dc.language.isoen
dc.rightsThis item may be protected under Title 17 of the U.S. Copyright Law. It is made available by The University of Baltimore for non-commercial research and educational purposes.
dc.subjectgamification
dc.subjectolder adults
dc.subjectmotivation
dc.subjectinteraction design
dc.subjectuser experience design
dc.subjectparticipatory design
dc.subject.lcshDesign— Human factors
dc.subject.lcshVideo games—Design
dc.subject.lcshMotivation
dc.subject.lcshUser-centered system design
dc.subject.lcshUser-centered system design
dc.titleEngaging Aging: Exploring the Efficacy of Gamification in Promoting Mobility Among Older Adults
dc.typeText

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