| Literature DB >> 35974409 |
Nathalie Ringgenberg1, Sarah Mildner2, Corina Schuster-Amft3,4,5, Barbara Seebacher6,7,8, Marcia Hapig9, Sarah Hermann4, Katharina Kruszewski9, Anna Lisa Martin-Niedecken10,11, Katja Rogers12, Alexandra Schättin11, Frank Behrendt4, Sonja Böckler10, Stefan Schmidlin10, Roman Jurt10, Stephan Niedecken11, Christian Brenneis13,6, Leo H Bonati4,14,15.
Abstract
BACKGROUND: Exergames are playful technology-based exercise programs. They train physical and cognitive functions to preserve independence in older adults (OAs) with disabilities in daily activities and may reduce their risk of falling. This study gathered in-depth knowledge and understanding of three different user groups' experiences in and relevant needs, worries, preferences, and expectations of technology-based training, to develop an exergame training device for OAs.Entities:
Keywords: Exercise rehabilitation; Exergaming; Focus groups; Geriatrics; Older adults; Rehabilitation; User-centered design; Virtual reality
Mesh:
Year: 2022 PMID: 35974409 PMCID: PMC9382774 DOI: 10.1186/s12984-022-01063-x
Source DB: PubMed Journal: J Neuroeng Rehabil ISSN: 1743-0003 Impact factor: 5.208
Fig. 1Adaptation process of an exergame training device (ExerCube) for older adults (ExerG) ©Sphery, CH
Fig. 2Overview of study procedures
Fig. 3Thematic analysis process in this study
Fig. 4Flow chart of primary end user study participants recruited in Reha Rheinfelden (RHF) and Clinic for Rehabilitation Münster (RZM)
Participant characteristics of primary, secondary, and tertiary end users
| Primary end users (n = 24) | |
|---|---|
| Age in years (Mean (standard deviation; minimum–maximum)) | 75.7 (5.8; 65–82) |
| Gender: males / females (Frequency (percentage)) | 15 (62.5) / 9 (37.5) |
| Walking aid* (Frequency (percentage)) | 11 (45.8) |
| Mini Mental State Examination (Median (25th, 75th percentiles; minimum–maximum)) | 29 (27, 30; 24–30) |
| Barthel Index (Clinic for Rehabilitation Münster) (Median (25th, 75th percentiles; minimum–maximum)) | 100 (83, 100; 70–100) |
| Extended Barthel Index (Reha Rheinfelden) (Median (25th, 75th percentiles; minimum–maximum)) | 59 (56, 62; 45–63) |
| Fall prevalence over the last six months (Frequency (percentage)) | No fall 9 (37.5) Up to five times 5 (20.8) More than five times 1 (4.2) |
| Diagnoses (Frequency (percentage)) | Ischemic or hemorrhagic cerebrovascular insult 8 (33.3) Parkinson’s disease 6 (25) Multiple sclerosis 2 (8.3) Tick-borne encephalitis 1 (4.2) Lumbar spinal stenosis with hip flexor paresis 1 (4.2) Structural epilepsy 1 (4.2) Polytrauma 1 (4.2) Spinal disc herniation 1 (4.2) Polyarthrosis, osteochondrosis with vertigo 2 (8.3) Multimorbidity 1 (4.2) |
*Use of a wheelchair or walking aid such as rollator or walking stick
Themes resulting from the thematic analysis of primary end users’ data
| Primary end users | |
|---|---|
| 1 | The game environment distracts OAs from the physical and mental effort during training |
| 2 | Social relationships are of great importance and should be included in an exergame either through physical presence of therapists or direct interaction with therapists or co-players |
| 3 | Due to the age- or illness-related limitation of their personal agency, OAs desire safety during the training |
| 4 | OAs worry about feeling physically as well as technically overwhelmed. A lack of experience and concerns regarding the exposure to computer game addiction additionally leads to hesitancy regarding technology use |
| 5 | Narratively realistic training that focuses on ADL is desired to manage daily living as independently as possible |
| 6 | A wide variety of individual customization options are desired to increase motivation through successful exergame experiences |
PEU primary end user, OAs older adults, ADL activities of daily living
Themes resulting from the thematic analysis of secondary end users’ data
| Secondary end users | |
|---|---|
| 1 | From the SEUs’ perspectives, a functional and individualized meaningful game design is of great importance to OAs for increasing training motivation |
| 2 | The fall protection device in the ExerCube is expected to provide OAs with a feeling of safety that will allow them to train at their individual performance limits |
| 3 | Based on the therapists' experience, digital gamification in therapy leads to an increased motivation in OAs |
| 4 | The game environment provides an opportunity to distract OAs from their functional limitations and allows them to unconsciously move more freely |
| 5 | The availability and perceived time demands of an exergame may limit its usability |
| 6 | A lack of local accessibility to and availability of the exergame after discharge from a rehabilitation center and an unawareness of alternative, non-computerized training strategies may influence adherence negatively |
SEUs secondary end users, OAs older adults
Themes resulting from the thematic analysis of tertiary end users’ data
| Tertiary end users | |
|---|---|
| 1 | From the TEUs’ perspectives, an evidence-based additional benefit is a prerequisite for financially supporting a research and development project, as well as for considering a financial reimbursement of exergame applications within rehabilitation |
| 2 | TEUs desire diverse training applications and settings of the ExerG in order to reach heterogeneous target populations with different impairments and at various rehabilitation stages |
| 3 | The main goal of an ExerG training should be OAs’ return to an autonomous everyday life |
| 4 | TEUs assume that OAs are reluctant to use exergames, due to a lack of experience in technology and therefore express themselves partially skeptical, critical and/or reserved about the use of the ExerG in rehabilitation settings |
| 5 | A professional training of the therapist and patient-oriented training support during exergaming are considered vital for therapeutic success |
TEUs tertiary end users, OAs older adults