Sustaining Exercise Choices: How Women Over 40 Use Exergames (original) (raw)

How Wii exercise: Analyzing womenʼs exergame use

forum.grand-nce.ca

To better understand factors in how women over forty use commercially available exergames -video games that encourage players to be more physically active -the study looks at how these games are integrated into a program of physical activity. Rather than viewing the exergame in isolation from other physical activity, the researcher investigates how active games can be integrated into a larger strategy that supports an overall increase in body movement. Created for the Wii videogame console, the widely distributed Wii Fit Plus is promoted as an enjoyable way to be physically active. A mixed methods approach has been developed to measure and interpret how players use exergames to sustain a program of physical activity. The research methods are discussed in detail in the context of previous exergaming studies. Preliminary data from the first set of participants in the larger (n=31) study are presented.

Examining the Influencing Factors of Exercise Intention Among Older Adults: A Controlled Study Between Exergame and Traditional Exercise

Cyberpsychology, behavior and social networking, 2015

Promoting physical activities among older adults becomes an important component of successful aging. The aim of this study was to assess the influence of both exercise settings and player interaction patterns on exercise intention in a sample of Asian older adults. A 2×2 (exercise settings: traditional exercise vs. exergame×player interaction patterns: collaborative vs. competitive play) between-subjects experimental intervention was conducted with 113 Singaporean older adults for 1 month. An interviewer-administered questionnaire survey was issued to measure key variables of enjoyment, social presence, and perceived behavioral control. The findings supported the importance of social presence and perceived behavioral control in older adults' exercise prediction, and highlighted the effect of collaborative play in older adults' exercise promotion. Compared with traditional exercise, the effect of exergames on motivating older adults to exercise was significantly lower. The fi...

Exergames For Elderly: Social exergames to persuade seniors to increase physical activity

Proceedings of the 5th International ICST Conference on Pervasive Computing Technologies for Healthcare, 2011

Games with remote controls and motion sensors that require the players to move, so-called exergames, have become very popular. Many of these games are also being played by the senior population. Participating in regular training sessions outside their homes can be challenging for elderly, and it is hard to motivate oneself to exercise regularly alone at home. Regular physical activity is important both for the physical and psychological health and it is an integral part of many rehabilitation therapies. In addition, many elderly suffer from loneliness, making social interaction within exergames very important. In this paper we provide a narrative review of how exergames can help to motivate elderly to exercise more, focusing in possible social interactions in online exergaming and persuasive technologies. Finally, we discuss how social exergaming can be used both to prevent loneliness and encourage physical activity.

Exergame Use as a Gateway to the Adoption of and Adherence to Sport-Specific and General Physical Activity

Journal of Applied Biobehavioral Research, 2013

These individuals and the staff of the Kinesiology Department provided me with many resources that made this research possible. Furthermore, I would also like to give special thanks to the MAC staff, especially Durl Rather and Blair Schuyler, for their assistance in providing me with the facilities and resources to function. Acknowledgement must also be given to my research assistants John Havens, Alyssa Mitte, Padraic Murphy and Garrett Gatchel for all their assistance during this project. I also want to recognize my fellow graduate student and friend Jeff Swanson, MA for his years of support that directly contributed to this research. Additionally, I want to thank the most important person in my life, my spouse Kathy Jenney, for her undying support and love that gave me the strength to put in countless late nights and early mornings in the name of research. Finally, I wish to give extra special thanks to my wonderful mentor Angela Liegey Dougall. Your years of advice, support and guidance for this project as well as for countless others will never be forgotten.

Video Game’s design Implications to promote moderate activity in seniors

Avances en Interacción Humano-Computadora, 2020

Researchers and different efforts have identified several social, health, financial challenges, among others, with ageing population. Regarding health challenges, the World Health Organization encourages physical activation programs to promote healthy ageing. These programs aim to alleviate imminent musculoskeletal deterioration, or injuries that may occur. Severely increased deteriorations may affect older adults’ movement patterns, affecting their autonomy, control, or force. The only way to reduce this deterioration is through physical activation. Therefore, medical gerontology considers physical activity as one of the best tools to improve health and prevent many diseases. Within HCI, research has evaluated exergames as an alternative to engage older adults in physical activation. Exergames have become the technological focus of physical activity, stimulating physical activity through play and competition. However, it is unclear how to maximize these benefits. In this paper we p...

Exergaming-based exercise program for people aged 50 years or older

Revista Brasileira de Atividade Física & Saúde, 2016

The purpose of the program "Video games for people aged 50 years or older" is to create free opportunities for older adults to engage in motivating and enjoyable physical activity, and to stimulate their functional fitness and cognition. This program has been carried out in the Universidade Federal de Santa Catarina since March 2014 and involves undergraduate and postgraduate students in the physical education department. The program follows the school semester, with approximately 36 people from the community participating each semester. The program consists of exercises that use video games that simulate sports activities, called exergames. Participants engage in a 60-minute session two or three times a week and on alternating days. Participants are evaluated at the beginning and end of each semester for functional fitness and cognition and the findings are presented to them. We expected that this program can be expanded and spread to other communities.

How Wii™ Play: Incorporating Wii Fit Plus™ into a Physical Activity Program for Midlife and Older Women

Adults in industrialized countries are less physically fit than their counterparts twenty-five years ago. Exergames (encouraging players to be physically active through game play) are proposed as one means of encouraging inactive individuals to be active. The Wii Fitness Study tracked physical activity by midlife and older women after they were asked to play the commercially-produced exergame Wii Fit Plus as part of their overall program of physical activity. Thirty participants (ages 40-79) were tracked for three to six months.

The feasibility and efficacy of using active video games to promote health enhancing physical activity

2014

In the last 30 years, technological advances have altered occupational and recreational activities that have resulted in decreased daily physical activity. The resultant increase in physical inactivity and sedentary behaviour has been reported to be an independent risk factor for a number of chronic diseases. Any modality or strategy that results in increased physical activity levels and energy expenditure merits further investigation. Aim: to determine if active video games promote health enhancing physical activity in an asymptomatic adult population (18- 45 years of age). A secondary aim of the thesis is to examine affect states and psychological states associated with the use of active video games in an adult population since these factors are likely to have an effect on medium and long term adherence rates. Three studies were carried out to answer the research questions. Methods: Study 1 assessed the physiological responses to a sedentary video game, an active video game (Ninte...

Two-Player Partnered Exergame for Obesity Prevention: Using Discrepancy in Players' Abilities as a Strategy to Motivate Physical Activity

Journal of Diabetes Science and Technology, 2012

Background: Physical inactivity is associated with obesity and type 2 diabetes. A key obstacle to physical activity is lack of motivation. Although some interactive exercise games (i.e., exergames-video games that require physical exertion in order to play) motivate players to exercise more, few games take advantage of group dynamics to motivate players' duration of exercise. In a test of the Köhler motivation gain effect, this study varied the ability level of a virtually presented partner in an interactive exergame that focused on abdominal strength to identify effects on a subject's (S') persistence with the task. Method: Male (n = 63) and female (n = 72) undergraduate students were randomly assigned to one of four conditions (individual control or low-, moderate-, or high-partner discrepancy) in a conditions × gender factorial design and tested on a series of isometric abdominal exercises using PlayStation 2 EyeToy: Kinetic software. They performed the first series of five exercises alone (trial block 1), and after a rest period, those in the partner conditions performed remaining trials (trial block 2) with a same-sex virtually presented partner whom they could observe during their performance, while those in the individual control condition performed the remaining trials alone. In the partner conditions, the partner's performance was manipulated to be always better than the S's, the exact difference depending on the discrepancy condition. The partnered tasks were conjunctive; that is, success in the game depended on the performance of the weaker team member. Persistence, the outcome measure for this study, consisted of the total number of seconds the S held the exercise position.

Feasibility and Enjoyment of Exercise Video Games in Older Adults

Frontiers in Public Health, 2021

Introduction: Several interventions have been developed to enhance social connectedness among older adults. However, little research has demonstrated their performance in a social distancing environment. Exergames are not only beneficial to older adults' physical and cognitive health, but they also allow players to interact with each other at a distance, which can reduce loneliness and increase social connection. The aim of this pilot study was to investigate older adults' perceptions of two commercially available exergames.Methods: Twenty healthy community-dwelling older adults (M age = 73.30, SD = 5.95, range = 65–84 years, 80% women) were recruited in this pilot study between July 2019 and February 2020. They were asked to play two exergames for 10 min each on the Xbox One with Kinect console: Just Dance and Kinect Sports Rivals. After gameplay, they provided both quantitative and qualitative feedback on these games.Results: Participants reported an average rating for exe...