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Perspectives of older adults with chronic disease on the use of wearable technology and video games for physical activity
BACKGROUND: There is increasing interest in technology to deliver physical rehabilitation and allow clinicians to monitor progress. Examples include wearable activity trackers and active video games (AVGs), where physical activity is required to play the game. However, few studies have explored what...
Autores principales: | , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
SAGE Publications
2021
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8168030/ https://www.ncbi.nlm.nih.gov/pubmed/34104468 http://dx.doi.org/10.1177/20552076211019900 |
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author | Simmich, Joshua Mandrusiak, Allison Russell, Trevor Smith, Stuart Hartley, Nicole |
author_facet | Simmich, Joshua Mandrusiak, Allison Russell, Trevor Smith, Stuart Hartley, Nicole |
author_sort | Simmich, Joshua |
collection | PubMed |
description | BACKGROUND: There is increasing interest in technology to deliver physical rehabilitation and allow clinicians to monitor progress. Examples include wearable activity trackers and active video games (AVGs), where physical activity is required to play the game. However, few studies have explored what may influence the effectiveness of these as technology-based physical activity interventions in older adults with chronic diseases. OBJECTIVE: This study aimed to explore: 1) perceptions about wearable physical activity trackers; 2) perceptions about using technology to share physical activity information with clinicians; 3) barriers and motivators to playing games, including AVGs for rehabilitation. METHODS: Qualitative study based on semi-structured interviews with older adults (n = 19) with chronic obstructive pulmonary disease (COPD). RESULTS: Wearable activity trackers were perceived as useful to quantify activity, facilitate goal-setting, visualize long-term improvements and provide reminders. Participants generally wished to share data with their clinicians to gain greater accountability, receive useful feedback and improve the quality of clinical care. Participants were motivated to play games (including AVGs) by seeking fun, social interaction and health benefits. Some felt that AVGs were of no benefit or were too difficult. Competition was both a motivator and a barrier. CONCLUSIONS: The findings of the present study seek to inform the design of technology to encourage physical activity in older adults with chronic diseases. |
format | Online Article Text |
id | pubmed-8168030 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2021 |
publisher | SAGE Publications |
record_format | MEDLINE/PubMed |
spelling | pubmed-81680302021-06-07 Perspectives of older adults with chronic disease on the use of wearable technology and video games for physical activity Simmich, Joshua Mandrusiak, Allison Russell, Trevor Smith, Stuart Hartley, Nicole Digit Health Original Research BACKGROUND: There is increasing interest in technology to deliver physical rehabilitation and allow clinicians to monitor progress. Examples include wearable activity trackers and active video games (AVGs), where physical activity is required to play the game. However, few studies have explored what may influence the effectiveness of these as technology-based physical activity interventions in older adults with chronic diseases. OBJECTIVE: This study aimed to explore: 1) perceptions about wearable physical activity trackers; 2) perceptions about using technology to share physical activity information with clinicians; 3) barriers and motivators to playing games, including AVGs for rehabilitation. METHODS: Qualitative study based on semi-structured interviews with older adults (n = 19) with chronic obstructive pulmonary disease (COPD). RESULTS: Wearable activity trackers were perceived as useful to quantify activity, facilitate goal-setting, visualize long-term improvements and provide reminders. Participants generally wished to share data with their clinicians to gain greater accountability, receive useful feedback and improve the quality of clinical care. Participants were motivated to play games (including AVGs) by seeking fun, social interaction and health benefits. Some felt that AVGs were of no benefit or were too difficult. Competition was both a motivator and a barrier. CONCLUSIONS: The findings of the present study seek to inform the design of technology to encourage physical activity in older adults with chronic diseases. SAGE Publications 2021-05-30 /pmc/articles/PMC8168030/ /pubmed/34104468 http://dx.doi.org/10.1177/20552076211019900 Text en © The Author(s) 2021 https://creativecommons.org/licenses/by-nc-nd/4.0/Creative Commons Non Commercial-NoDerivs CC BY-NC-ND: This article is distributed under the terms of the Creative Commons Attribution-NonCommercial-NoDerivs 4.0 License (https://creativecommons.org/licenses/by-nc-nd/4.0/) which permits non-commercial use, reproduction and distribution of the work as published without adaptation or alteration, without further permission provided the original work is attributed as specified on the SAGE and Open Access pages (https://us.sagepub.com/en-us/nam/open-access-at-sage). |
spellingShingle | Original Research Simmich, Joshua Mandrusiak, Allison Russell, Trevor Smith, Stuart Hartley, Nicole Perspectives of older adults with chronic disease on the use of wearable technology and video games for physical activity |
title | Perspectives of older adults with chronic disease on the use of wearable technology and video games for physical activity |
title_full | Perspectives of older adults with chronic disease on the use of wearable technology and video games for physical activity |
title_fullStr | Perspectives of older adults with chronic disease on the use of wearable technology and video games for physical activity |
title_full_unstemmed | Perspectives of older adults with chronic disease on the use of wearable technology and video games for physical activity |
title_short | Perspectives of older adults with chronic disease on the use of wearable technology and video games for physical activity |
title_sort | perspectives of older adults with chronic disease on the use of wearable technology and video games for physical activity |
topic | Original Research |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8168030/ https://www.ncbi.nlm.nih.gov/pubmed/34104468 http://dx.doi.org/10.1177/20552076211019900 |
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