| Literature DB >> 31333202 |
Luciano Henrique De Oliveira Santos1, Kazuya Okamoto1,2, Silvana Schwerz Funghetto3, Adriana Schüler Cavalli4, Shusuke Hiragi1,2, Goshiro Yamamoto2, Osamu Sugiyama5, Carla Denise Castanho6, Tomoki Aoyama7, Tomohiro Kuroda1,2.
Abstract
BACKGROUND: The novel genre of pervasive games, which aim to create more fun and engaging experiences by promoting deeper immersion, could be a powerful strategy to stimulate physical activity among older adults. To use these games more effectively, it is necessary to understand how different design elements affect player behavior.Entities:
Keywords: aged; pervasive games; physical activity; social interaction
Year: 2019 PMID: 31333202 PMCID: PMC6681637 DOI: 10.2196/13962
Source DB: PubMed Journal: JMIR Serious Games Impact factor: 4.143
Figure 1Version of the game without social interaction.
Figure 2Social interaction version of the game.
Figure 3Active participants over time.
Basic data for participants (N=32).
| Participant data | Baseline | End of week 4 | |||
| No social interaction | Social interaction | No social interaction | Social interaction | ||
| Participants | 15 | 17 | 7 | 11 | |
| Sex (female), n (%) | 11 (73) | 14 (82) | 5 (71) | 9 (82) | |
| Age (years), mean (SD) | 64.3 (6.0) | 61.1 (7.4) | 63.9 (5.1) | 60.1 (6.0) | |
| Dropouts, n (%) | 8 (53) | 6 (35) | —a | — | |
| Every day | 6 (40) | 5 (29) | 3 (43) | 2 (18) | |
| ≥2 times/week | 4 (27) | 4 (24) | 1 (14) | 3 (27) | |
| ≤1 time/week | 4 (27) | 6 (35) | 2 (29) | 5 (46) | |
| Never | 1 (6) | 3 (12) | 1 (14) | 1 (9) | |
| Able to check email | 14 (93) | 12 (71) | 6 (86) | 8 (73) | |
| Able to do Web searches | 14 (93) | 12 (71) | 6 (86) | 8 (73) | |
| Able to read news online | 12 (80) | 13 (76) | 6 (86) | 7 (64) | |
| Able to use social networks | 14 (93) | 13 (76) | 6 (86) | 10 (91) | |
| Able to install apps | 7 (47) | 4 (24) | 4 (57) | 3 (27) | |
| Never used before | 1 (7) | 1 (6) | 1 (14) | 1 (9) | |
| Able to make calls | 14 (93) | 13 (76) | 6 (86) | 8 (73) | |
| Able to check email | 13 (87) | 13 (76) | 6 (86) | 9 (82) | |
| Able to browse the Web | 14 (93) | 12 (71) | 6 (86) | 9 (82) | |
| Able to use social networks | 13 (87) | 16 (94) | 6 (86) | 10 (91) | |
| Able to install apps | 6 (40) | 8 (47) | 2 (29) | 6 (55) | |
| Every day | 1 (7) | 3 (18) | 1 (14) | 3 (27) | |
| ≥2 times/week | 3 (20) | 0 (0) | 2 (29) | 0 (0) | |
| ≤1 time/week | 1 (7) | 0 (0) | 0 (0) | 0 (0) | |
| Very rarely | 1 (7) | 2 (12) | 1 (14) | 1 (9) | |
| Never plays | 9 (60) | 12 (71) | 3 (43) | 7 (64) | |
| Computer | 3 (50) | 2 (40) | 1 (25) | 2 (50) | |
| Mobile phone | 3 (50) | 4 (80) | 2 (50) | 4 (100) | |
| Portable console | 0 (0) | 2 (40) | 0 (0) | 2 (50) | |
| Conventional console | 0 (0) | 3 (60) | 0 (0) | 3 (75) | |
| Plays alone | 4 (67) | 4 (80) | 2 (50) | 4 (100) | |
| Plays with friends | 0 (0) | 1 (20) | 0 (0) | 1 (25) | |
| Plays with adult family members | 1 (17) | 2 (40) | 1 (25) | 1 (25) | |
| Plays with young family members | 1 (17) | 3 (60) | 0 (0) | 1 (25) | |
| Plays with strangers online | 1 (17) | 0 (0) | 0 (0) | 0 (0) | |
aNot applicable.
bPC: personal computer.
cRespondents could indicate more than one item.
dSome people reported playing but did not indicate any option on this item.
ePercentages are relative to the number of people who reported any play activity.
Mean number of steps at baseline for each group and mean of the individual variations in subsequent weeks.
| Group and value | Baseline, mean (SE) | Mean change at week 2 (SE) | Mean change at week 3 (SE) | Mean change at week 4 (SE) | |
| Absolutea | 17,099.4 (3906.5) | 383.8 (563.8) | 435.9 (574.5) | −106.1 (979.9) | |
| Proportional (%)b | —c | 1.1 (4.3) | 2.2 (4.6) | −2.6 (8.1) | |
| Absolutea | 17,981.9 (2171.1) | 3841.9 (1425.4) | 2270.6 (947.1) | 2443.4 (982.6) | |
| Proportional (%)b | — | 21.7 (5.1) | 16.5 (4.4) | 17.9 (4.7) | |
aAbsolute values indicate the change in the weekly number of steps compared with the user’s own baseline.
bProportional values indicate the absolute value divided by the user’s own baseline.
cNot applicable.
Results from the usability and game experience questionnaires (N=18).
| Category | No social interaction (n=7), mean score | Social interaction (n=11), mean score | |
| Controls | 2.2 | 2.7 | |
| Learn curve | 2.2 | 2.6 | |
| Game rules | 1.9 | 2.2 | |
| Theme and visual style | 2.3 | 2.5 | |
| Feeling of immersion | 2.4 | 2.2 | |
| Feeling of enjoyment | 2.4 | 2.9 | |
| Feeling of engagement | 1.6 | 2.3 | |
| Feeling of freedom/ability to explore | 1.5 | 2.9 | |
| Feeling of (positive) challenge | 1.4 | 2.1 | |