Literature DB >> 29131678

Exergames Designed for Older Adults: A Pilot Evaluation on Psychosocial Well-Being.

Jinhui Li1, Xuexin Xu2, Tan Phat Pham1, Yin-Leng Theng1, Niina Katajapuu3, Mika Luimula3.   

Abstract

OBJECTIVE: Exergames are increasingly been used in the primary healthcare domain for older adults who are 65 years and above. However, most of the exergames on current market are not designed for the aging population. The current study introduced five new exergames developed for elderly and evaluated their benefits.
METHODS: Five new exergames were developed by researchers from Finland, Singapore, and Japan, in which the game topics, difficulties, and user interface were designed particularly for older adults. A between-group pilot study was further conducted to evaluate their psychosocial effects by comparing to traditional exercise and care-as-usual program, with a sample of 30 community-dwelling older adults in Singapore.
RESULTS: Results showed that exergame group had significantly higher exercise enjoyment over other two groups. Exergame group has lower self-efficacy than other two groups, although it was not statistically significant. Significant subgroup difference was detected in neither life satisfaction nor loneliness across the three groups.
CONCLUSION: The study highlighted the effect of fun and entertainment elements on the psychosocial effect of exergames and called for simpler interactive systems and easier exergame tasks for the older adults.

Entities:  

Keywords:  Active aging; Game; Health; Human–computer interaction

Mesh:

Year:  2017        PMID: 29131678     DOI: 10.1089/g4h.2017.0072

Source DB:  PubMed          Journal:  Games Health J        ISSN: 2161-783X


  5 in total

1.  Mobile health applications for older adults: a systematic review of interface and persuasive feature design.

Authors:  Na Liu; Jiamin Yin; Sharon Swee-Lin Tan; Kee Yuan Ngiam; Hock Hai Teo
Journal:  J Am Med Inform Assoc       Date:  2021-10-12       Impact factor: 7.942

Review 2.  Effectiveness of Exergaming in Improving Cognitive and Physical Function in People With Mild Cognitive Impairment or Dementia: Systematic Review.

Authors:  Yinan Zhao; Hui Feng; Xinyin Wu; Yan Du; Xiufen Yang; Mingyue Hu; Hongting Ning; Lulu Liao; Huijing Chen; Yishan Zhao
Journal:  JMIR Serious Games       Date:  2020-06-30       Impact factor: 4.143

3.  Affective Game Planning for Health Applications: Quantitative Extension of Gerontoludic Design Based on the Appraisal Theory of Stress and Coping.

Authors:  Najmeh Khalili-Mahani; Bob De Schutter
Journal:  JMIR Serious Games       Date:  2019-06-06       Impact factor: 4.143

4.  Development and evaluation of two brief digital health promotion game booths utilizing augmented reality and motion detection to promote well-being at a gerontechnology summit in Hong Kong.

Authors:  Shirley Man-Man Sit; Agnes Yuen-Kwan Lai; Tai-On Kwok; Hoi-Wa Wong; Yiu-Lun Wong; Edward Chow; Yu-Kwong Kwok; Man-Ping Wang; Sai-Yin Ho; Tai-Hing Lam
Journal:  Front Public Health       Date:  2022-09-23

Review 5.  Trends and Effectiveness of ICT Interventions for the Elderly to Reduce Loneliness: A Systematic Review.

Authors:  Hee Kyung Choi; Seon Heui Lee
Journal:  Healthcare (Basel)       Date:  2021-03-07
  5 in total

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