Literature DB >> 26568225

Exergaming in retirement centres and the integration of media and physical literacies.

Brad Millington1.   

Abstract

This paper reports on a multi-method analysis of a recently emergent, though still understudied, trend: the use of exercise-themed video games (i.e., 'exergames') in retirement centres. The study in question specifically featured participant observation and interviews with residents and members of staff at retirement centres in Ontario, Canada. Data collection was aimed at understanding how games such as Wii Bowling are being put to use in retirement centre contexts and the implications of such activity. Findings on the one hand suggest that exergames are deemed valuable in the process of promoting both social engagement and physical activity. 'Virtual' bowling can bring people together in communal spaces while also 'getting them up' and active. On the other hand, however, exergaming presents challenges. For retirement centre residents, it engenders health risks while also demanding the deft synchronization of media and physical literacies. For activities coordinators and other members of staff responsible for residents' care, it means they too must stay abreast of the technology sector's latest innovations; they must develop media and physical literacies of their own. These findings are used as a platform for a broader discussion of aging, embodiment, and media in the paper's final section. Against the backdrop of existing conceptualizations of the third age, the use of exergames in retirement centres is deemed conducive not to independence and consumerism fully-fledged, but rather to the manifestation of 'quasi-consumerism' and 'quasi-independence' instead. Third age logic is thus both reinforced and subtly undermined.
Copyright © 2015 Elsevier Inc. All rights reserved.

Entities:  

Keywords:  Active aging; Aging; Media literacy; Physical literacy; Retirement; Technology

Mesh:

Year:  2015        PMID: 26568225     DOI: 10.1016/j.jaging.2015.08.005

Source DB:  PubMed          Journal:  J Aging Stud        ISSN: 0890-4065


  5 in total

1.  "Think of It Like a Game": Older Adults' and Health Professionals' Perspectives on Interactive Exercise Technology Design.

Authors:  Ainsley C J Smith; Jessica Belgrave Sookhoo; Caitlin McArthur; Stephen Surlin; Adekunle Akinyemi; Paula Gardner; Alexandra Papaioannou
Journal:  Physiother Can       Date:  2021       Impact factor: 1.039

Review 2.  'Measuring' Physical Literacy and Related Constructs: A Systematic Review of Empirical Findings.

Authors:  Lowri C Edwards; Anna S Bryant; Richard J Keegan; Kevin Morgan; Stephen-Mark Cooper; Anwen M Jones
Journal:  Sports Med       Date:  2018-03       Impact factor: 11.136

3.  The Social Effects of Exergames on Older Adults: Systematic Review and Metric Analysis.

Authors:  Jinhui Li; Mojisola Erdt; Luxi Chen; Yuanyuan Cao; Shan-Qi Lee; Yin-Leng Theng
Journal:  J Med Internet Res       Date:  2018-06-28       Impact factor: 5.428

Review 4.  Understanding physical literacy in the context of health: a rapid scoping review.

Authors:  Katie Cornish; Gloria Fox; Trina Fyfe; Erica Koopmans; Anne Pousette; Chelsea A Pelletier
Journal:  BMC Public Health       Date:  2020-10-19       Impact factor: 3.295

5.  Facilitators and Challenges to Exergaming: Perspectives of Patients With Heart Failure.

Authors:  Marysol C Cacciata; Anna Stromberg; Leonie Klompstra; Tiny Jaarsma; Mebin Kuriakose; Jung-Ah Lee; Dawn Lombardo; Lorraine S Evangelista
Journal:  J Cardiovasc Nurs       Date:  2022 May-Jun 01       Impact factor: 2.468

  5 in total

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