Literature DB >> 32053023

A Game-Based, Physical Activity Coaching Application for Older Adults: Design Approach and User Experience in Daily Life.

Monique Tabak1,2, Frederiek de Vette1, Hylke van Dijk3, Miriam Vollenbroek-Hutten1,4.   

Abstract

Objectives: In this article, we describe the design approach of a game-based, mobile coaching application for older adults (65-75 years) that aimed to stimulate physical activity (PA) in daily life. We evaluated older adults' experiences using this application compared with a standard coaching application in terms of engagement, motivation to be physically active, and in relation to the applied design features. Development and Design: An iterative design approach was followed to develop the game-based coaching application, called WordFit. Step count data (FitBit) were used for the crossword-inspired game. The standard coaching application (the ActivityCoach) displayed FitBit data. Materials and
Methods: Participants were asked to use the ActivityCoach for 1 week first and then use WordFit for up to 3 weeks. Engagement was determined by logging actual use and motivation for PA by a daily in-app motivation question and step count data. Afterward, a semistructured interview was conducted.
Results: Twenty older adults participated (71.0 ± 5.0 years). Of these, 16/20 actively used the ActivityCoach (13.1 ± 10.0 days) and 8/20 used WordFit (14.8 ± 9.5 days). For the latter, mean PA before WordFit use was 5852 ± 3652 steps/day, while mean PA using WordFit was 7236 ± 3335 steps/day. The interviews (n = 12) showed that step data and feedback on performance through the ActivityCoach/FitBit were prominent motivators for PA. WordFit was generally played as a stand-alone brain trainer. Cognitive challenge, in-game challenges, and challenges through emergent gameplay were important for engagement to use the game. Older adults did not play WordFit together. Discussion: WordFit was not seen as a tool to help improve PA behavior. Enjoyment of the game concept could be improved by providing older adults with new and nontraditional gaming concepts before assessing game preferences. Follow-up studies should be conducted in a target group that is known for low adherence rates and that can benefit from the intervention provided.

Entities:  

Keywords:  Engagement; Mobile gaming; Motivation; Older adults; Persuasive coaching; Physical activity

Mesh:

Year:  2020        PMID: 32053023     DOI: 10.1089/g4h.2018.0163

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


  4 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.  The use of co-design in developing physical activity interventions for older adults: a scoping review.

Authors:  Natalie Constantin; Holly Edward; Hayley Ng; Anna Radisic; Amy Yule; Alina D'Asti; Cassandra D'Amore; Julie C Reid; Marla Beauchamp
Journal:  BMC Geriatr       Date:  2022-08-08       Impact factor: 4.070

Review 3.  Measurement of Adherence to mHealth Physical Activity Interventions and Exploration of the Factors That Affect the Adherence: Scoping Review and Proposed Framework.

Authors:  Yang Yang; Elisabeth Boulton; Chris Todd
Journal:  J Med Internet Res       Date:  2022-06-08       Impact factor: 7.076

Review 4.  The Effects of mHealth-Based Gamification Interventions on Participation in Physical Activity: Systematic Review.

Authors:  Linqi Xu; Hongyu Shi; Meidi Shen; Yuanyuan Ni; Xin Zhang; Yue Pang; Tianzhuo Yu; Xiaoqian Lian; Tianyue Yu; Xige Yang; Feng Li
Journal:  JMIR Mhealth Uhealth       Date:  2022-02-03       Impact factor: 4.773

  4 in total

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