Literature DB >> 32025226

Understanding older adults' perceptions of and attitudes towards exergames.

Laura H Barg-Walkow1, Christina N Harrington2, Tracy L Mitzner1, Jordan Q Hartley1, Wendy A Rogers3.   

Abstract

PURPOSE: Maintaining physical activity is a key component of successful aging and has benefits for both physical and cognitive functioning in the older adult population. One promising method for engaging in physical activity is through exergames, which are video games designed to promote exercise. Exergames have the potential to be used by a wide range of people, including older adults, in a variety of settings, such as at home, in community living environments, or senior centers. However, exergames have not been designed for older adults (e.g., with respect to their attitudes, needs). Thus, older adults may not adopt these systems if they perceive them as not useful or relevant to them.
METHOD: Twenty older adults (aged 60-79) interacted with two exergames, and were then interviewed about their perceptions of the system's ease of use and usefulness, as well as their general attitudes towards the system.
RESULTS: Participants identified the potential for exergames' usefulness for various goals, such as to increase their physical activity. However, they also reported negative attitudes concerning the system, including perceiving barriers to system use. Overall, participants said they would use the system in the future and recommend it to other people at their age for improving health, despite these use challenges.
CONCLUSION: The older adults were open to adopting exergames, which could provide opportunities to increase physical activity. Given the participants' overall positive perceptions of the usefulness of exergames, designers must address the perceived challenges of using these systems. Understanding barriers and facilitators for older adults' use of exergames can guide design, training, and adoption of these systems.

Entities:  

Keywords:  exergames; older adults; system perceptions; technology acceptance

Year:  2017        PMID: 32025226      PMCID: PMC7002032          DOI: 10.4017/gt.2017.16.2.003.00

Source DB:  PubMed          Journal:  Gerontechnology        ISSN: 1569-1101


  19 in total

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Authors:  Dori Rosenberg; Colin A Depp; Ipsit V Vahia; Jennifer Reichstadt; Barton W Palmer; Jacqueline Kerr; Greg Norman; Dilip V Jeste
Journal:  Am J Geriatr Psychiatry       Date:  2010-03       Impact factor: 4.105

2.  The effects of video game playing on attention, memory, and executive control.

Authors:  Walter R Boot; Arthur F Kramer; Daniel J Simons; Monica Fabiani; Gabriele Gratton
Journal:  Acta Psychol (Amst)       Date:  2008-10-16

3.  Effects of interactive physical-activity video-game training on physical and cognitive function in older adults.

Authors:  Pauline Maillot; Alexandra Perrot; Alan Hartley
Journal:  Psychol Aging       Date:  2011-11-28

4.  Assessing Older Adults' Usability Challenges Using Kinect-Based Exergames.

Authors:  Christina N Harrington; Jordan Q Hartley; Tracy L Mitzner; Wendy A Rogers
Journal:  Hum Asp IT Aged Popul (2015)       Date:  2015-07-21

5.  Stroke patients' experiences with Wii Sports® during inpatient rehabilitation.

Authors:  Dora Celinder; Hanne Peoples
Journal:  Scand J Occup Ther       Date:  2012-02-20       Impact factor: 2.611

6.  Feasibility of Wii Fit training to improve clinical measures of balance in older adults.

Authors:  Kathleen A Bieryla; Neil M Dold
Journal:  Clin Interv Aging       Date:  2013-06-24       Impact factor: 4.458

7.  Exergaming to increase the exercise capacity and daily physical activity in heart failure patients: a pilot study.

Authors:  Leonie Klompstra; Tiny Jaarsma; Anna Strömberg
Journal:  BMC Geriatr       Date:  2014-11-18       Impact factor: 3.921

8.  A randomized controlled pilot study of home-based step training in older people using videogame technology.

Authors:  Daniel Schoene; Stephen R Lord; Kim Delbaere; Connie Severino; Thomas A Davies; Stuart T Smith
Journal:  PLoS One       Date:  2013-03-05       Impact factor: 3.240

9.  Are exergames promoting mobility an attractive alternative to conventional self-regulated exercises for elderly people in a rehabilitation setting? Study protocol of a randomized controlled trial.

Authors:  Viviane Hasselmann; Peter Oesch; Luis Fernandez-Luque; Stefan Bachmann
Journal:  BMC Geriatr       Date:  2015-09-07       Impact factor: 3.921

10.  Exposure to "Exergames" Increases Older Adults' Perception of the Usefulness of Technology for Improving Health and Physical Activity: A Pilot Study.

Authors:  Marie-Louise Bird; Brodie Clark; Johanna Millar; Sue Whetton; Stuart Smith
Journal:  JMIR Serious Games       Date:  2015-11-27       Impact factor: 4.143

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  5 in total

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Authors:  Sara A Freed; Briana N Sprague; Abigail T Stephan; Cassidy E Doyle; Junyan Tian; Christine B Phillips; Lesley A Ross
Journal:  Front Public Health       Date:  2021-11-05

2.  Older Adults' and Clinicians' Perspectives on a Smart Health Platform for the Aging Population: Design and Evaluation Study.

Authors:  Alessia Cristiano; Stela Musteata; Sara De Silvestri; Valerio Bellandi; Paolo Ceravolo; Matteo Cesari; Domenico Azzolino; Alberto Sanna; Diana Trojaniello
Journal:  JMIR Aging       Date:  2022-02-28

3.  "It's Kind of Like Code-Switching": Black Older Adults' Experiences with a Voice Assistant for Health Information Seeking.

Authors:  Christina N Harrington; Radhika Garg; Amanda Woodward; Dimitri Williams
Journal:  Proc SIGCHI Conf Hum Factor Comput Syst       Date:  2022-04-29

4.  ExerG: adapting an exergame training solution to the needs of older adults using focus group and expert interviews.

Authors:  Nathalie Ringgenberg; Sarah Mildner; Corina Schuster-Amft; Barbara Seebacher; Marcia Hapig; Sarah Hermann; Katharina Kruszewski; Anna Lisa Martin-Niedecken; Katja Rogers; Alexandra Schättin; Frank Behrendt; Sonja Böckler; Stefan Schmidlin; Roman Jurt; Stephan Niedecken; Christian Brenneis; Leo H Bonati
Journal:  J Neuroeng Rehabil       Date:  2022-08-16       Impact factor: 5.208

5.  Exploring Older Adults' Video Game Use in the PRISM Computer System.

Authors:  Walter R Boot; Jerad H Moxley; Nelson A Roque; Ronald Andringa; Neil Charness; Sara J Czaja; Joseph Sharit; Tracy Mitzner; Chin Chin Lee; Wendy A Rogers
Journal:  Innov Aging       Date:  2018-04-24
  5 in total

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