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An Interactive Physical-Cognitive Game-Based Training System Using Kinect for Older Adults: Development and Usability Study
BACKGROUND: Declines in physical and cognitive functions are recognized as important risk factors for falls in older adults. Promising evidence suggests that interactive game-based systems that allow simultaneous physical and cognitive exercise are a potential approach to enhance exercise adherence...
Autores principales: | , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
JMIR Publications
2021
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8581754/ https://www.ncbi.nlm.nih.gov/pubmed/34704953 http://dx.doi.org/10.2196/27848 |
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author | Kamnardsiri, Teerawat Phirom, Kochaphan Boripuntakul, Sirinun Sungkarat, Somporn |
author_facet | Kamnardsiri, Teerawat Phirom, Kochaphan Boripuntakul, Sirinun Sungkarat, Somporn |
author_sort | Kamnardsiri, Teerawat |
collection | PubMed |
description | BACKGROUND: Declines in physical and cognitive functions are recognized as important risk factors for falls in older adults. Promising evidence suggests that interactive game-based systems that allow simultaneous physical and cognitive exercise are a potential approach to enhance exercise adherence and reduce fall risk in older adults. However, a limited number of studies have reported the development of a combined physical-cognitive game-based training system for fall risk reduction in older adults. OBJECTIVE: The aim of this study is to develop and evaluate the usability of an interactive physical-cognitive game-based training system (game-based exercise) for older adults. METHODS: In the development phase (Part I), a game-based exercise prototype was created by integrating knowledge and a literature review as well as brainstorming with experts on effective fall prevention exercise for older adults. The output was a game-based exercise prototype that covers crucial physical and cognitive components related to falls. In the usability testing (Part II), 5 games (ie, Fruits Hunter, Where Am I?, Whack a Mole, Sky Falls, and Crossing Poison River) with three difficulty levels (ie, beginner, intermediate, and advanced levels) were tested in 5 older adults (mean age 70.40 years, SD 5.41 years). After completing the games, participants rated their enjoyment level while engaging with the games using the Physical Activity Enjoyment Scale (PACES) and commented on the games. Descriptive statistics were used to describe the participants’ characteristics and PACES scores. RESULTS: The results showed that the average PACES score was 123 out of 126 points overall and between 6.66 and 7.00 for each item, indicating a high level of enjoyment. Positive feedback, such as praise for the well-designed interactions and user-friendly interfaces, was also provided. CONCLUSIONS: These findings suggest that it is promising to implement an interactive, physical-cognitive game-based exercise in older adults. The effectiveness of a game-based exercise program for fall risk reduction has yet to be determined. |
format | Online Article Text |
id | pubmed-8581754 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2021 |
publisher | JMIR Publications |
record_format | MEDLINE/PubMed |
spelling | pubmed-85817542021-11-24 An Interactive Physical-Cognitive Game-Based Training System Using Kinect for Older Adults: Development and Usability Study Kamnardsiri, Teerawat Phirom, Kochaphan Boripuntakul, Sirinun Sungkarat, Somporn JMIR Serious Games Original Paper BACKGROUND: Declines in physical and cognitive functions are recognized as important risk factors for falls in older adults. Promising evidence suggests that interactive game-based systems that allow simultaneous physical and cognitive exercise are a potential approach to enhance exercise adherence and reduce fall risk in older adults. However, a limited number of studies have reported the development of a combined physical-cognitive game-based training system for fall risk reduction in older adults. OBJECTIVE: The aim of this study is to develop and evaluate the usability of an interactive physical-cognitive game-based training system (game-based exercise) for older adults. METHODS: In the development phase (Part I), a game-based exercise prototype was created by integrating knowledge and a literature review as well as brainstorming with experts on effective fall prevention exercise for older adults. The output was a game-based exercise prototype that covers crucial physical and cognitive components related to falls. In the usability testing (Part II), 5 games (ie, Fruits Hunter, Where Am I?, Whack a Mole, Sky Falls, and Crossing Poison River) with three difficulty levels (ie, beginner, intermediate, and advanced levels) were tested in 5 older adults (mean age 70.40 years, SD 5.41 years). After completing the games, participants rated their enjoyment level while engaging with the games using the Physical Activity Enjoyment Scale (PACES) and commented on the games. Descriptive statistics were used to describe the participants’ characteristics and PACES scores. RESULTS: The results showed that the average PACES score was 123 out of 126 points overall and between 6.66 and 7.00 for each item, indicating a high level of enjoyment. Positive feedback, such as praise for the well-designed interactions and user-friendly interfaces, was also provided. CONCLUSIONS: These findings suggest that it is promising to implement an interactive, physical-cognitive game-based exercise in older adults. The effectiveness of a game-based exercise program for fall risk reduction has yet to be determined. JMIR Publications 2021-10-27 /pmc/articles/PMC8581754/ /pubmed/34704953 http://dx.doi.org/10.2196/27848 Text en ©Teerawat Kamnardsiri, Kochaphan Phirom, Sirinun Boripuntakul, Somporn Sungkarat. Originally published in JMIR Serious Games (https://games.jmir.org), 27.10.2021. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Serious Games, is properly cited. The complete bibliographic information, a link to the original publication on https://games.jmir.org, as well as this copyright and license information must be included. |
spellingShingle | Original Paper Kamnardsiri, Teerawat Phirom, Kochaphan Boripuntakul, Sirinun Sungkarat, Somporn An Interactive Physical-Cognitive Game-Based Training System Using Kinect for Older Adults: Development and Usability Study |
title | An Interactive Physical-Cognitive Game-Based Training System Using Kinect for Older Adults: Development and Usability Study |
title_full | An Interactive Physical-Cognitive Game-Based Training System Using Kinect for Older Adults: Development and Usability Study |
title_fullStr | An Interactive Physical-Cognitive Game-Based Training System Using Kinect for Older Adults: Development and Usability Study |
title_full_unstemmed | An Interactive Physical-Cognitive Game-Based Training System Using Kinect for Older Adults: Development and Usability Study |
title_short | An Interactive Physical-Cognitive Game-Based Training System Using Kinect for Older Adults: Development and Usability Study |
title_sort | interactive physical-cognitive game-based training system using kinect for older adults: development and usability study |
topic | Original Paper |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8581754/ https://www.ncbi.nlm.nih.gov/pubmed/34704953 http://dx.doi.org/10.2196/27848 |
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