| Literature DB >> 34949028 |
Melanie Thalmann1, Lisa Ringli1, Manuela Adcock1, Nathalie Swinnen2,3, Jacqueline de Jong4, Chantal Dumoulin5, Vânia Guimarães6, Eling D de Bruin1,7,8.
Abstract
The global population aged 60 years and over rises due to increasing life expectancy. More older adults suffer from "geriatric giants". Mobility limitations, including immobility and instability, are usually accompanied by physical and cognitive decline, and can be further associated with gait changes. Improvements in physical and cognitive functions can be achieved with virtual reality exergame environments. This study investigated the usability of the newly developed VITAAL exergame in mobility-impaired older adults aged 60 years and older. Usability was evaluated with a mixed-methods approach including a usability protocol, the System Usability Scale, and a guideline-based interview. Thirteen participants (9 female, 80.5 ± 4.9 years, range: 71-89) tested the exergame and completed the measurement. The System Usability Scale was rated in a marginal acceptability range (58.3 ± 16.5, range: 30-85). The usability protocol and the guideline-based interview revealed general positive usability. The VITAAL exergame prototype received positive feedback and can be considered usable by older adults with mobility limitations. However, minor improvements to the system in terms of design, instructions, and technical aspects should be taken into account. The results warrant testing of the feasibility of the adapted multicomponent VITAAL exergame, and its effects on physical and cognitive functions, in comparison with conventional training, should be studied.Entities:
Keywords: exergame; fall prevention; geriatric giants; healthy ageing; mobility limitations; usability
Mesh:
Year: 2021 PMID: 34949028 PMCID: PMC8705921 DOI: 10.3390/ijerph182413422
Source DB: PubMed Journal: Int J Environ Res Public Health ISSN: 1660-4601 Impact factor: 3.390
Figure 1Overview of the VITAAL minigames. The VITAAL exergame focuses on three training components—strength, balance, and cognition—with the corresponding minigames based on different themes: outdoor, market, kitchen, farm, and library. During the strength training, the participants must imitate the movements simultaneously. For the cognitive games and the balance games, task instructions are given at the beginning of the game. These tasks can be solved with step-induced responses to the task, with immediate feedback on their correctness given during the games.
Figure 2VITAAL system and exergame session setup. The VITAAL solution consists of a web-based exergame and a clinical portal. Both communicate with the backend via a wireless connection and with the sensors via Bluetooth. With the sensors placed on the feet, steps will be detected and real-time feedback within the game can be provided for cognitive and balance games. The participant is thinking out loud during the exergame session while the therapist observes and fills in the usability protocol.
Baseline demographic characteristics of participants and screening values.
| Participant Characteristics | |
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| Age in years | 80.5 ± 4.9 (71–89) |
| Weight in kg | 69.1 ± 13.6 (51–98) |
| Height in cm | 164.3 ± 4.8 (158–172) |
| Education in years | 11.9 ± 2.8 (9–19) |
| MoCA Score | 26.9 ± 1.9 (24–30) |
| SPPB Score | 8.5 ± 1.3 (6–10) |
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| Female | 9 (69.2) |
| Male | 4 (30.8) |
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| Very good | 1 (7.7) |
| Good | 2 (15.4) |
| Medium | 7 (53.8) |
| Bad | 3 (23.1) |
| I don’t know | 0 (0.0) |
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| No | 6 (46.2) |
| Sometimes | 5 (38.5) |
| Always | 2 (15.4) |
| I don’t know | 0 (0.0) |
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| Never | 7 (53.8) |
| Sometimes | 4 (30.8) |
| Often | 1 (7.7) |
| Always | 1 (7.7) |
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| Never | 8 (61.5) |
| Once | 2 (15.4) |
| More than once | 3 (23.1) |
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| No | 10 (76.9) |
| Cane/Stick/Crutch | 3 (23.1) |
| Rollator | 0 (0.0) |
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| >3 x/week | 8 (61.5) |
| 1–3 x/week | 5 (38.5) |
| 1 x/week | 0 (0.0) |
| No | 0 (0.0) |
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| Yes | 2 (15.4) |
| No | 11 (84.6) |
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| Yes | 8 (61.5) |
| No | 5 (38.5) |
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| Yes | 2 (15.4) |
| No | 10 (76.9) |
| Missing | 1 (7.7) |
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| Yes | 2 (15.4) |
| No | 10 (76.9) |
| Missing | 1 (7.7) |
Data are mean values ± standard deviations (ranges) or number of participants per category (absolute and relative frequency). Montreal Cognitive Assessment (MoCA), Short Physical Performance Battery (SPPB). * Self-stated.
Summary of usability protocol with supervisors’ observations and participants’ feedback.
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The games are understood immediately (3) or after a short explanation (5) Game control by means of steps is well-understood after an explanation and some practice (6) The interaction with the exergame is interesting (6) |
More detailed explanations of the start menu (5) and the game control by means of steps (5), especially their starting position in parallel stand (5), necessary Games need additional explanation (4); in particular, the “Pizza” minigame seems difficult (4) Step recognition was not always immediate (7); in particular, the recognition of the backward step seems to be inconsistent (3) Tightening the sensors is difficult and needs further explanation (11) Connecting the sensors with Bluetooth causes some difficulties (5) | |
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Beautiful (5), looks good (2), and is appealing in terms of design (1) Understandable (2), easy and clear to use (1) Interesting (design) (3) Good overview (main screen) (1) |
Food icons not always very clear, so it was difficult to distinguish the healthy ones from the unhealthy ones (6) Calf raises icon unclear (3) | |
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The game makes you laugh (6), is fun (8) and motivating (4) The games are captivating (5) and exciting (1) |
Frustration (4), annoyance (2), irritation (1), uncertainty (1) when the steps are not detected or detected incorrectly Disappointment (1), dissatisfaction (1), and annoyance (1) when making mistakes or not understanding the game | |
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No additional breaks necessary (6) The exercises are taken seriously and performed with concentration (5) The exercises/steps are performed fast (3) and correctly (7) The training is physically demanding (3) and tiring (3) The step-based games were rated as cognitively hard (1), exhausting (4), and challenging (2); it also requires concentration (2) and a lot of thinking (2) The squats are physically demanding (4) |
Additional breaks necessary (3) Some forget to go back to the starting position (2) Squats are not always performed well (3), because of fear from pain (1) The games are a bit slow (2), not very strenuous or challenging (2) The games were physically easy/not demanding (6) The games are not cognitively demanding/difficult (3) No upper body exercises (2) The movements are a bit boring (3) Problems with balance from time to time (2) | |
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Calf raises work well (3) |
Calf raises not possible or only with help (6) Knee pain (4), which led to the termination of strength training for a few (2) | |
(n) = number of participants who made this statement or observations noted by the supervisor.
Figure 3Summary diagram of the System Usability Scale. Ten SUS items and the average rating over all items including percentages.
Physical and cognitive intensity of the VITAAL exergames.
| Physical (0–10 Scale) | Cognitive (0–10 Scale) | |
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| 5.7 ± 1.4 (4–8) | 4.9 ± 2.8 (1–9) | |
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| 5.6 ± 1.7 (3–8) | 5.6 ± 3.0 (2–9) | |
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| 2.5 ± 1.7 (0–6) | 4.0 ± 2.2 (2–8) | |
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| 5.2 ± 2.5 (2–9) | 5.9 ± 1.9 (3–8) | |
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| 3.3 ± 4.2 (0–8) | 5.7 ± 3.5 (2–9) | |
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| 6.6 ± 1.0 (5–8) | 2.4 ± 2.2 (0–7) | |
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| 6.3 ± 2.1 (4–8) | 2.0 ± 2.0 (0–4) |
Data are mean values ± standard deviations (ranges) or number of participants per category; 0 is lowest and 10 is highest intensity on the 0–10 scale.