Literature DB >> 26303810

Usability and acceptability of balance exergames in older adults: A scoping review.

Ather Nawaz1, Nina Skjæret2, Jorunn Lægdheim Helbostad3, Beatrix Vereijken2, Elisabeth Boulton4, Dag Svanaes2.   

Abstract

Serious games (exergames) have the potential to be effective for postural balance and increasing muscle strength. Several games have been developed to increase physical fitness and balance among older adults. However, it is unclear to which degree usability and acceptability of exergames for older adults have been evaluated. The aim of this study was to summarize usability evaluation and acceptability of studies in older adults. We conducted a scoping review on studies focusing on usability of exergames for older adults. The result shows that older adults consider usability and acceptability of exercise video games good. The review shows that longitudinal studies mainly use off-the-shelf exergame and evaluated game effectiveness and acceptability, whereas cross-sectional studies focus on interactional experience. Studies varied in their approaches to measure usability and acceptability of exergames for older adults. There is a need for a systematic developmental approach to involve older adults in development of exergames for longitudinal studies.
© The Author(s) 2015.

Entities:  

Keywords:  acceptability; exergames; review; usability; virtual reality

Mesh:

Year:  2015        PMID: 26303810     DOI: 10.1177/1460458215598638

Source DB:  PubMed          Journal:  Health Informatics J        ISSN: 1460-4582            Impact factor:   2.681


  16 in total

1.  Application of Serious Games in Health Care: Scoping Review and Bibliometric Analysis.

Authors:  Yue Wang; Zhao Wang; Guoqing Liu; Zhangyi Wang; Qinglong Wang; Yishan Yan; Jing Wang; Yue Zhu; Weijie Gao; Xiangling Kan; Zhiguo Zhang; Lixia Jia; Xiaoli Pang
Journal:  Front Public Health       Date:  2022-06-10

2.  Understanding older adults' perceptions of and attitudes towards exergames.

Authors:  Laura H Barg-Walkow; Christina N Harrington; Tracy L Mitzner; Jordan Q Hartley; Wendy A Rogers
Journal:  Gerontechnology       Date:  2017

3.  Usability Testing of a Sensor-Controlled Digital Game to Engage Older Adults with Heart Failure in Physical Activity and Weight Monitoring.

Authors:  Kavita Radhakrishnan; Christine Julien; Matthew O'Hair; Thomas Baranowski; Grace Lee; Catherine Allen; Atami Sagna; Edison Thomaz; Miyong Kim
Journal:  Appl Clin Inform       Date:  2020-12-30       Impact factor: 2.342

4.  Exergaming Platform for Older Adults Residing in Long-Term Care Homes: User-Centered Design, Development, and Usability Study.

Authors:  Charlene H Chu; Renée K Biss; Amanda My Linh Quan; Henrique Matulis; Lara Cooper
Journal:  JMIR Serious Games       Date:  2021-03-09       Impact factor: 4.143

5.  Adapting the Wii Fit Balance Board to Enable Active Video Game Play by Wheelchair Users: User-Centered Design and Usability Evaluation.

Authors:  Mohanraj Thirumalai; William B Kirkland; Samuel R Misko; Sangeetha Padalabalanarayanan; Laurie A Malone
Journal:  JMIR Rehabil Assist Technol       Date:  2018-03-06

6.  Feasibility of Kinect-Based Games for Balance Rehabilitation: A Case Study.

Authors:  Ines Ayed; Adel Ghazel; Antoni Jaume-I-Capó; Gabriel Moya-Alcover; Javier Varona; Pau Martínez-Bueso
Journal:  J Healthc Eng       Date:  2018-07-09       Impact factor: 2.682

7.  A usability study of a multicomponent video game-based training for older adults.

Authors:  Manuela Adcock; Floriana Sonder; Alexandra Schättin; Federico Gennaro; Eling D de Bruin
Journal:  Eur Rev Aging Phys Act       Date:  2020-01-11       Impact factor: 3.878

8.  A Bowling Exergame to Improve Functional Capacity in Older Adults: Co-Design, Development, and Testing to Compare the Progress of Playing Alone Versus Playing With Peers.

Authors:  Jorge Luiz Andrade Da Silva Júnior; Daiana Biduski; Ericles Andrei Bellei; Osvaldo Henrique Cemin Becker; Luciane Daroit; Adriano Pasqualotti; Hugo Tourinho Filho; Ana Carolina Bertoletti De Marchi
Journal:  JMIR Serious Games       Date:  2021-01-29       Impact factor: 4.143

9.  Usability Study of a Multicomponent Exergame Training for Older Adults with Mobility Limitations.

Authors:  Melanie Thalmann; Lisa Ringli; Manuela Adcock; Nathalie Swinnen; Jacqueline de Jong; Chantal Dumoulin; Vânia Guimarães; Eling D de Bruin
Journal:  Int J Environ Res Public Health       Date:  2021-12-20       Impact factor: 3.390

Review 10.  Virtual reality for stroke rehabilitation.

Authors:  Kate E Laver; Belinda Lange; Stacey George; Judith E Deutsch; Gustavo Saposnik; Maria Crotty
Journal:  Cochrane Database Syst Rev       Date:  2017-11-20
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