Literature DB >> 33512319

A Bowling Exergame to Improve Functional Capacity in Older Adults: Co-Design, Development, and Testing to Compare the Progress of Playing Alone Versus Playing With Peers.

Jorge Luiz Andrade Da Silva Júnior1, Daiana Biduski2, Ericles Andrei Bellei2, Osvaldo Henrique Cemin Becker2, Luciane Daroit2, Adriano Pasqualotti1,2, Hugo Tourinho Filho3, Ana Carolina Bertoletti De Marchi1,2.   

Abstract

BACKGROUND: Older people often do not meet the recommended levels of exercise required to reduce functional decline. Social interaction is mentioned by this cohort as a reason for joining group-based exercises, which does not occur when exercising alone. This perspective shows that exergames can be used as motivational resources. However, most available exergames are generic, obtained from commercial sources, and usually not specifically designed or adapted for older people.
OBJECTIVE: In this study, we aim to co-design and develop a new exergame alongside older participants to (1) tailor the game mechanics and optimize participants' adherence to and enjoyment of exercise; (2) test the participants' functional capacity, motivation, and adherence to the exergaming program; and (3) compare these scores between those who played alone and those who played with peers.
METHODS: We conducted a co-design process to develop a new exergame adapted to older people. For user testing, 23 participants were divided into 2 groups to play individually (alone group) or to compete in pairs (with peers group). They played the game twice a week, resulting in 21 exergaming sessions. We assessed the participants' General Physical Fitness Index (GPFI) before and after the user testing. We also administered questionnaires about the gaming experience and exercise adherence with its motivators and barriers.
RESULTS: We introduced a new bowling exergame for Xbox with a Kinect motion sensor that can be played in single or multiplayer mode. For the GPFI measurements, the sample was homogeneous in the pretest (with peers group: mean 40.5 [SD 9.6], alone group: mean 33.9 [SD 7.8]; P=.11). After the exergame testing sessions, both groups had significant gains (with peers group: mean 57.5 [SD 8.7], P=.005; alone group: mean 44.7 [SD 10.6]; P=.02). Comparing the posttest between groups, it was found that the group in which participants played with peers had better outcomes than the group in which participants played alone (P=.02). Regarding the gaming experience and exercise adherence, both groups recognized the benefits and expressed enthusiasm toward the exergame.
CONCLUSIONS: The findings suggest that the developed exergame helps in improving the functional capacity and adherence to physical exercise among older people, with even better results for those who played with peers. In addition to leading to more appropriate products, a co-design approach may positively influence the motivation and adherence of participants. ©Jorge Luiz Andrade Da Silva Júnior, Daiana Biduski, Ericles Andrei Bellei, Osvaldo Henrique Cemin Becker, Luciane Daroit, Adriano Pasqualotti, Hugo Tourinho Filho, Ana Carolina Bertoletti De Marchi. Originally published in JMIR Serious Games (http://games.jmir.org), 29.01.2021.

Entities:  

Keywords:  elderly; functional status; software design; user-centered design; video games; virtual reality therapy

Year:  2021        PMID: 33512319      PMCID: PMC7880815          DOI: 10.2196/23423

Source DB:  PubMed          Journal:  JMIR Serious Games            Impact factor:   4.143


  43 in total

Review 1.  Exercise and rehabilitation delivered through exergames in older adults: An integrative review of technologies, safety and efficacy.

Authors:  Nina Skjæret; Ather Nawaz; Tobias Morat; Daniel Schoene; Jorunn Lægdheim Helbostad; Beatrix Vereijken
Journal:  Int J Med Inform       Date:  2015-10-28       Impact factor: 4.046

Review 2.  Development and Assessment of a Mobile Health Application for Monitoring the Linkage Among Treatment Factors of Type 1 Diabetes Mellitus.

Authors:  Ericles Andrei Bellei; Daiana Biduski; Hugo Roberto Kurtz Lisboa; Ana Carolina Bertoletti De Marchi
Journal:  Telemed J E Health       Date:  2019-02-06       Impact factor: 3.536

3.  Irrelevant location information influences accuracy in bowling.

Authors:  Senne Braem; Stephanie Supply; Sanne P Roels; Wim Notebaert
Journal:  Motor Control       Date:  2014-04-09       Impact factor: 1.422

4.  Effect of exergaming on health-related quality of life in older adults: A systematic review.

Authors:  Marysol Cacciata; Anna Stromberg; Jung-Ah Lee; Dara Sorkin; Dawn Lombardo; Steve Clancy; Adeline Nyamathi; Lorraine S Evangelista
Journal:  Int J Nurs Stud       Date:  2019-02-10       Impact factor: 5.837

5.  Short and long-term effects of exergaming for the elderly.

Authors:  Yasunori Nagano; Kenji Ishida; Toshikazu Tani; Motohiro Kawasaki; Masahiko Ikeuchi
Journal:  Springerplus       Date:  2016-06-21

6.  Attitudes of Older Adults in a Group-Based Exercise Program Toward a Blended Intervention; A Focus-Group Study.

Authors:  Sumit Mehra; Tessa Dadema; Ben J A Kröse; Bart Visser; Raoul H H Engelbert; Jantine Van Den Helder; Peter J M Weijs
Journal:  Front Psychol       Date:  2016-11-22

7.  Mobile Exergaming for Health-Effects of a serious game application for smartphones on physical activity and exercise adherence in type 2 diabetes mellitus-study protocol for a randomized controlled trial.

Authors:  Christoph Höchsmann; Steffen P Walz; Juliane Schäfer; Jussi Holopainen; Henner Hanssen; Arno Schmidt-Trucksäss
Journal:  Trials       Date:  2017-03-06       Impact factor: 2.279

8.  Competitive and cooperative arm rehabilitation games played by a patient and unimpaired person: effects on motivation and exercise intensity.

Authors:  Maja Goršič; Imre Cikajlo; Domen Novak
Journal:  J Neuroeng Rehabil       Date:  2017-03-23       Impact factor: 4.262

9.  Acceptance of different design exergames in elders.

Authors:  Chih-Kuang Chen; Tsai-Hsuan Tsai; Yin-Chou Lin; Chung-Chih Lin; Su-Chu Hsu; Chia-Ying Chung; Yu-Cheng Pei; Alice M K Wong
Journal:  PLoS One       Date:  2018-07-05       Impact factor: 3.240

10.  The Social Effects of Exergames on Older Adults: Systematic Review and Metric Analysis.

Authors:  Jinhui Li; Mojisola Erdt; Luxi Chen; Yuanyuan Cao; Shan-Qi Lee; Yin-Leng Theng
Journal:  J Med Internet Res       Date:  2018-06-28       Impact factor: 5.428

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  2 in total

1.  A nationally representative study of aerobic activity and strength training in older cancer survivors and their psychological distress and sleep difficulties.

Authors:  Jiajun Zhang; Mingzhu Su; Joyce Cheng; Shengyu Zhou; Li Liu; Nengliang Aaron Yao
Journal:  Support Care Cancer       Date:  2022-09-29       Impact factor: 3.359

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

  2 in total

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