| Literature DB >> 24334299 |
Rachel Proffitt1, Belinda Lange, Christina Chen, Carolee Winstein.
Abstract
The purpose of this study was to explore the subjective experience of older adults interacting with both virtual and real environments. Thirty healthy older adults engaged with real and virtual tasks of similar motor demands: reaching to a target in standing and stepping stance. Immersive tendencies and absorption scales were administered before the session. Game engagement and experience questionnaires were completed after each task, followed by a semistructured interview at the end of the testing session. Data were analyzed respectively using paired t tests and grounded theory methodology. Participants preferred the virtual task over the real task. They also reported an increase in presence and absorption with the virtual task, describing an external focus of attention. Findings will be used to inform future development of appropriate game-based balance training applications that could be embedded in the home or community settings as part of evidence-based fall prevention programs.Entities:
Mesh:
Year: 2013 PMID: 24334299 PMCID: PMC4053487 DOI: 10.1123/japa.2013-0126
Source DB: PubMed Journal: J Aging Phys Act ISSN: 1063-8652 Impact factor: 1.961