| Literature DB >> 34948547 |
Jinhui Li1,2, Long Li3, Peng Huo4, Cheng Ma4, Linlin Wang4, Yin Leng Theng4.
Abstract
Exergames are now often implemented among older adults for health purposes. This study aimed to investigate whether playing Kinect and Wii exergames has effects on older adults' physical fitness and psychological perceptions towards exergames. A total of 23 older participants aged above 60 years were recruited and randomly assigned into two groups, in which they played either Kinect or Wii Bowling exergames for three sessions in one week. Physiological and psychological measures were collected including heart rate, blood pressure, shoulder flexibility, as well as perceived benefits and intentions for future use. Findings indicated that exergames are equivalent to light-intensity exercises, and hence pose no or minimal risk to older adults. Older adults had a positive attitude towards exergames and have a strong willingness to engage in exergaming on a regular basis. Although no significant platform difference was identified, observation and qualitative findings suggested that Wii might provide a more intense physical activity than Kinect, while Kinect might obtain a higher perception among older adults than Wii. The study has several practical implications for both health professionals and exergame designers targeting the ageing population.Entities:
Keywords: active video game; aging; exercise intention; physical health; psychological perception
Mesh:
Year: 2021 PMID: 34948547 PMCID: PMC8701390 DOI: 10.3390/ijerph182412939
Source DB: PubMed Journal: Int J Environ Res Public Health ISSN: 1660-4601 Impact factor: 3.390
Figure 1Study flowchart.
Figure 2Room settings of the study environment. Note: (a) Third person view; (b) Top view.
Number of participants of different exercise intensity.
| Exercise Intensity (by %HRmax) | Session 1 | Session 2 | Session 3 | Average Percentage | ||||
|---|---|---|---|---|---|---|---|---|
| Kinect | Wii | Kinect | Wii | Kinect | Wii | Kinect | Wii | |
| Vigorous and above (>80%) | 1 | 1 | 1 | 2 | 0 | 1 | 5.56% | 12.12% |
| Moderate (60–79%) | 1 | 3 | 1 | 2 | 2 | 2 | 11.11% | 21.21% |
| Light (35–59%) | 10 | 7 | 10 | 6 | 10 | 8 | 83.33% | 63.64% |
| Less than light (<34%) | 0 | 0 | 0 | 1 | 0 | 0 | 0% | 3.03% |
| Total | 12 | 11 | 12 | 11 | 12 | 11 | 100% | 100% |
Blood pressure measurement across the three sessions.
| Time | Session 1 | Session 2 | Session 3 | Average | Group Comparison | ||||
|---|---|---|---|---|---|---|---|---|---|
| Kinect | Wii | Kinect | Wii | Kinect | Wii | Kinect | Wii | ||
| SBP Pre-test | 135.25 (20.44) | 121.55 (20.34) | 130.42 (15.87) | 128.73 (14.28) | 121.50 (18.44) | 124.73 (19.79) | 129.06 (16.00) | 125.00 (16.48) | |
| SBP Post-test | 142.92 (21.72) | 137.36 (23.52) | 132.00 (14.47) | 134.64 (22.02) | 128.00 (21.54) | 129.55 (15.83) | 134.31 (15.19) | 133.85 (18.23) | |
| DBP Pre-test | 88.75 (14.28) | 80.55 (11.24) | 85.50 (10.89) | 84.45 (10.25) | 79.33 (13.49) | 83.82 (11.77) | 84.53 (11.36) | 82.94 (9.72) | |
| DBP Post-test | 95.25 (17.44) | 89.55 (15.11) | 86.58 (10.02) | 88.09 (14.76) | 83.58 (15.13) | 86.27 (10.09) | 88.47 (11.45) | 87.97 (10.58) | |
Note. Data was presented as Mean (SD).
Figure 3Individual trend of shoulder flexibility. Note: Each color line refers to an individual participant.