Literature DB >> 30285493

Understanding Motivations and Player Experiences of Older Adults in Virtual Reality Training.

Aijse W de Vries1, Jaap H van Dieën2, Vero van den Abeele3, Sabine M P Verschueren1.   

Abstract

OBJECTIVE: We studied which games and underlying game mechanics are considered motivating by older adults, so that designers and therapists make informed choices when designing or selecting virtual reality (VR)-training interventions.
MATERIALS AND METHODS: We conducted a repeated measures design with 30 older participants, who played eight different VR-training games and afterward filled out the intrinsic motivation inventory (IMI). Differences in intrinsic motivation between games were analyzed using Friedman's tests. In addition, in-depth interviews were conducted according to the laddering technique, to unveil the underlying game mechanics that lead to the players preferences.
RESULTS: IMI scores were relatively high for all games, indicating that these VR games seem effective for inducing a high intrinsic motivation. Wii yoga and Kinect Adventures were the highest scoring games on all but the negative subscale tension. Both games provided regular positive feedback. An important game mechanic was Variation, which showed a strong link to important values such as: to Stay Focused, Improve Fitness, and Health and Independency. Furthermore, the game mechanics Visual Feedback and Positive Feedback, which lead to an increased Drive to Perform, were perceived valuable. Seemingly contradicting, but both important attributes such as Speed versus Slow Movements emphasize the importance of designing VR training that adapts to the skill level of the player.
CONCLUSION: We have shown that games with different game mechanics can induce high intrinsic motivation. When designing or selecting VR balance training games for older adults, these game mechanics should be incorporated to optimize a positive user experience and increase intrinsic motivation.

Entities:  

Keywords:  Exergames; Fall prevention; Motivation; Older adults; User experience; Virtual reality

Year:  2018        PMID: 30285493     DOI: 10.1089/g4h.2018.0008

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


  3 in total

1.  Playability and Player Experience in Digital Games for Elderly: A Systematic Literature Review.

Authors:  Antonio Rienzo; Claudio Cubillos
Journal:  Sensors (Basel)       Date:  2020-07-16       Impact factor: 3.576

2.  Determining the Optimal Virtual Reality Exergame Approach for Balance Therapy in Persons With Neurological Disorders Using a Rasch Analysis: Longitudinal Observational Study.

Authors:  Evelyne Wiskerke; Jan Kool; Roger Hilfiker; Karl Martin Sattelmayer; Geert Verheyden
Journal:  JMIR Serious Games       Date:  2022-03-22       Impact factor: 3.364

3.  Does a novel exergame challenge balance and activate muscles more than existing off-the-shelf exergames?

Authors:  Jente Willaert; Aijse Willem De Vries; Julie Tavernier; Jaap H Van Dieen; Ilse Jonkers; Sabine Verschueren
Journal:  J Neuroeng Rehabil       Date:  2020-01-15       Impact factor: 4.262

  3 in total

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