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The total amount of participants was 89 of which 74% were older adults (women=24; men=33; average age 85.9 years) and 26% people with learning disabilities (n=23; a 38.9 years). The gameplay setting was similar for all target groups, although the game graphics (Game#1) were slightly modified based on each user group. Mobile devices were used as the game platform to create easily approachable games of low costs and suitable for the majority of people.<\/p>","DOI":"10.4018\/ijgbl.2015040101","type":"journal-article","created":{"date-parts":[[2015,5,8]],"date-time":"2015-05-08T11:20:02Z","timestamp":1431084002000},"page":"1-17","source":"Crossref","is-referenced-by-count":5,"title":["Mobile Games Individualise and Motivate Rehabilitation in Different User Groups"],"prefix":"10.4018","volume":"5","author":[{"given":"Antti","family":"Koivisto","sequence":"first","affiliation":[{"name":"Satakunta University of Applied Sciences, Pori, Finland"}],"role":[{"vocabulary":"crossref","role":"author"}]},{"given":"Sari","family":"Merilampi","sequence":"additional","affiliation":[{"name":"Satakunta University of Applied Sciences, Pori, Finland"}],"role":[{"vocabulary":"crossref","role":"author"}]},{"given":"Andrew","family":"Sirkka","sequence":"additional","affiliation":[{"name":"Satakunta University of Applied Sciences, Pori, Finland"}],"role":[{"vocabulary":"crossref","role":"author"}]}],"member":"2432","reference":[{"key":"ijgbl.2015040101-0","unstructured":"Alaska Department of Aministration. 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