Cargando…
Older Adults’ Subjective Well-being Following an Exergame Intervention “Bandit the Dolphin”: Focus Group Findings
Due to generational mental illness stigma and under diagnosis of mental illness, older adults do not always receive the mental health help that they need. One unique technology that has the potential to improve mood in older adults is exergames, or exercise video games. The objective of this sub-stu...
Autores principales: | Drazich, Brittany, Crane, Breanna, Moored, Kyle, Shieh, Karl, Taylor, Janiece, Carlson, Michelle |
---|---|
Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Oxford University Press
2020
|
Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7740639/ http://dx.doi.org/10.1093/geroni/igaa057.549 |
Ejemplares similares
-
OLDER ADULTS’ SUBJECTIVE WELL-BEING EXPERIENCING THE EXERGAME “I AM DOLPHIN”
por: Drazich, Brittany F., et al.
Publicado: (2023) -
INCLUDING FEEDBACK FROM OLDER ADULTS WITH VARYING HEALTH CONDITIONS TO INFORM EXERGAME DESIGNS
por: Crane, Breanna, et al.
Publicado: (2022) -
Exploring the Motivators and Barriers of Older Adults Participating in an Interactive Exergame Intervention
por: Crane, Breanna, et al.
Publicado: (2020) -
BELIEFS SURROUNDING THE PAIN AND DEPRESSION CYCLE AMONG OLDER AFRICAN AMERICAN WOMEN: FINDINGS FROM FOCUS GROUPS
por: Rivers, Emerald, et al.
Publicado: (2019) -
Physical and Cognitive Correlates of GPS-Derived Life-Space Characteristics in Older Adults
por: Moored, Kyle, et al.
Publicado: (2021)