Examining the Influencing Factors of Exercise Intention Among Older Adults: A Controlled Study Between Exergame and Traditional Exercise (original) (raw)
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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...
2019
BACKGROUND Pervasive games aim to create more fun and engaging experiences by mixing elements from the real world into the game world. Because they intermingle with players’ lives and naturally promote more casual gameplay, they could be a powerful strategy to stimulate physical activity among older adults. However, to use these games more effectively, it is necessary to understand how design elements of the game affect player behavior. OBJECTIVE The aim of this study was to evaluate how the presence of a specific design element, namely social interaction, would affect levels of physical activity. METHODS Participants were recruited offline and randomly assigned to control and intervention groups in a single-blind design. Over 4 weeks, two variations of the same pervasive game were compared: with social interaction (intervention group) and with no social interaction (control group). In both versions, players had to walk to physical locations and collect virtual cards, but the social...
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.
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...
A Study on the Motivation of Older Adults to Participate in Exercise or Physical Fitness Activities
Sustainability
Studies have found that older adults often experience severe problems due to a lack of exercise, including an increased risk of falls, increased psychological problems and reduced social participation. However, the practicality and sustainability of exercise or physical fitness activities among older adults are questionable because these adults may face physical and psychological obstacles. Hence, this study proposed a research model to explore the physical fitness behaviours of the elderly subjects and the specific factors for maintaining their motivation to participate in exercise or physical fitness activities. A survey for a total of 101 subjects of residents of Chang Gung Health and Culture Village (CGHCV) was conducted to investigate the effects of the elderly’s group identification and psychological proximity on their attitude and intention toward physical fitness. The results show that the group identification of the physical fitness activities, psychological proximity, inte...
Sustaining Exercise Choices: How Women Over 40 Use Exergames
forum.grand-nce.ca
To understand the conditions under which women over 40 use exergames, the role of collective efficacy in exercise adherence will be examined. Exergames (games with an exertive interface) could play a role in preventing or lessening the impact of chronic illnesses like cardiovascular disease and type 2 diabetes. The paper begins with a review of related literature and empirical research studies, describes a recent pilot study, and concludes with a discussion of the research that be will undertaken through the GRAND program. Preliminary findings from a pilot study that used the videography method to analyze video data indicate that efficacy may play an important role in the use of exergames by women over 40.
Physical activity and senior games participation: benefits, constraints, and behaviors
Journal of aging and physical activity, 2009
The purpose of the article was to examine the physical activity perceptions and behaviors of older adults who were active participants in a statewide senior games (i.e., North Carolina Senior Games; NCSG) program with its focus on year-round involvement through activities in local communities. A random sample of 440 older adults (55 years and older) completed a questionnaire in 2006 about their participation in community-based senior games. A uniqueness of this study is its focus on active older adults, which provides insight into how to maintain physical involvement. Older adults who were most active perceived the most benefits from senior games but did not necessarily have the fewest constraints. This study of NCSG as an organization designed to promote healthy living in communities offered an example of how a social-ecological framework aimed at health promotion can be applied.
Journal of Healthcare Engineering
Background. Although physical activity (PA) is a noninvasive and cost-effective method of improving the quality of health, global statistics show that only a few middle-aged and older adults engage in the recommended PAs. This is due to a lack of motivation and companionship. Objective. This study analyses the attitudes and self-determined motivation of Chinese middle-aged and older adults for PAs and their eagerness to participate in PAs such as sports, exercise, and recreational and cultural activities (RCAs), from attitudinal, eagerness, and motivational objectives of PAs perspective. Methods. A cross-sectional study was carried out on 840 middle-aged (35–54 years) and older adults (55+ years). To determine their attitude, eagerness, and self-determined motivation for PA, we used attitudinal, Eagerness for Physical Activity Scale (EPAS), and Situational Motivational Scale (SIMS). The data were analyzed with SPSS 23.0. Results. The results show that 39.1% of the participants were ...
Finnish Journal of eHealth and eWelfare, 2017
Attitudes and motivation towards physical exercises play a vital role for elderly people’s adherence to exercise. In recent years, digital games have been used to enhance elderly people’s experiences in physical exercises. However, there is a limited number of studies regarding elderly people’s attitudes and motivation towards digital game-based exercises. In this study, we aim at investigating the Finnish elderly people’s attitudes towards physical and digital game-based exercises, as well as their motivation in the gameplay. Furthermore, we intend to investigate if digital games can be an alternative way of exercising for elderly people. We conducted a user experience test of the “Skiing Game” with 21 elderly participants in Finland. We applied both qualitative (e.g. interview) and quantitative (e.g. questionnaires) methods to collect data from the participants. Then, we analyzed the data by using SPSS and Nvivo. The findings show that the Finnish elderly people’s attitudes toward...
JMIR serious games, 2019
Background: The novel genre of pervasive games, which aim to create more fun and engaging experiences by promoting deeper immersion, could be a powerful strategy to stimulate physical activity among older adults. To use these games more effectively, it is necessary to understand how different design elements affect player behavior. Objective: The aim was to vary a specific design element of pervasive games for older adults, namely social interaction, to test the effect on levels of physical activity. Methods: Over 4 weeks, two variations of the same pervasive game were compared: social interaction for the test group and no social interaction for the control group. In both versions, players had to walk to physical locations and collect virtual cards, but the social interaction version allowed people to collaborate to obtain more cards. Weekly step counts were used to evaluate the effect on each group, and the number of places visited was used as an indicator of play activity. Results: A total of 32 participants were recruited (no social interaction=15, social interaction=17); 18 remained until the end of the study (no social interaction=7, social interaction=11). Step counts during the first week were used as the baseline (no social interaction: mean 17,099.4, SE 3906.5; social interaction: mean 17,981.9, SE 2171.1). For the following weeks, changes to individual baseline were as follows for no social interaction (absolute/proportional): 383.8 (SE 563.8)/1.1% (SE 4.3%), 435.9 (SE 574.5)/2.2% (SE 4.6%), and −106.1 (SE 979.9)/−2.6% (SE 8.1%) for weeks 2, 3, and 4, respectively. For social interaction they were 3841.9 (SE 1425.4)/21.7% (SE 5.1%), 2270.6 (SE 947.1)/16.5% (SE 4.4%), and 2443.4 (SE 982.6)/17.9% (SE 4.7%) for weeks 2, 3, and 4, respectively. Analysis of group effect was significant (absolute change: η 2 =.19, P=.01; proportional change: η 2 =.27, P=.009). Correlation between the proportional change and the play activity was significant (r=.34, 95% CI 0.08 to 0.56), whereas for absolute change it was not.