Literature DB >> 31532235

Assessing Motivational Differences Between Young and Older Adults When Playing an Exergame.

Sruti Subramanian1, Yngve Dahl1, Nina Skjæret Maroni2, Beatrix Vereijken2, Dag Svanæs1.   

Abstract

Background: Currently, exergames are used by different age groups for both recreational and training/rehabilitation purposes. However, little is known about how to design exergames so that they are motivating for specific age groups and health outcomes. Objective: In this article, we compare motivational factors between healthy young and older adults by analyzing their assessments of the same balance training exergame. Materials and
Methods: We performed a laboratory-based assessment of a custom-made balance training exergame with 12 healthy young and 10 healthy older adults. Their answers to a semistructured text input questionnaire were analyzed qualitatively.
Results: Both age groups were motivated by a combination of intrinsic and extrinsic motivational factors. We found that the young adults tended to be motivated by the game challenge and the in-game reward system (scores). In contrast, the older adults were more motivated by the perceived health effects (both physical and cognitive) and the joy of playing, with less regard for the in-game rewards.
Conclusion: The differences in motivational factors that were identified between young and older adults have several design implications. For older adults less effort can be put on designing the in-game reward system and more on showing the player the potential health effects of their play. Furthermore, the competition aspect can be downplayed and more focus placed on simply making the gaming experience itself as joyful as possible.

Keywords:  Balance training; Design; Exergame; Motivation; Older adults; Young adults

Year:  2019        PMID: 31532235     DOI: 10.1089/g4h.2019.0082

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


  3 in total

1.  The role of motivation factors in exergame interventions for fall prevention in older adults: A systematic review and meta-analysis.

Authors:  Margot Buyle; Yujin Jung; Marousa Pavlou; Sergi Costafreda Gonzalez; Doris-Eva Bamiou
Journal:  Front Neurol       Date:  2022-08-05       Impact factor: 4.086

2.  Virtual Reality-Based Cognitive-Motor Rehabilitation in Older Adults with Mild Cognitive Impairment: A Randomized Controlled Study on Motivation and Cognitive Function.

Authors:  Ji-Su Park; Young-Jin Jung; Gihyoun Lee
Journal:  Healthcare (Basel)       Date:  2020-09-11

3.  Making the Best Out of IT: Design and Development of Exergames for Older Adults With Mild Neurocognitive Disorder - A Methodological Paper.

Authors:  Patrick Manser; Eling D de Bruin
Journal:  Front Aging Neurosci       Date:  2021-12-09       Impact factor: 5.750

  3 in total

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