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Feasibility and Enjoyment of Exercise Video Games in Older Adults

Introduction: Several interventions have been developed to enhance social connectedness among older adults. However, little research has demonstrated their performance in a social distancing environment. Exergames are not only beneficial to older adults' physical and cognitive health, but they...

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Autores principales: Freed, Sara A., Sprague, Briana N., Stephan, Abigail T., Doyle, Cassidy E., Tian, Junyan, Phillips, Christine B., Ross, Lesley A.
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Frontiers Media S.A. 2021
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8602072/
https://www.ncbi.nlm.nih.gov/pubmed/34805074
http://dx.doi.org/10.3389/fpubh.2021.751289
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author Freed, Sara A.
Sprague, Briana N.
Stephan, Abigail T.
Doyle, Cassidy E.
Tian, Junyan
Phillips, Christine B.
Ross, Lesley A.
author_facet Freed, Sara A.
Sprague, Briana N.
Stephan, Abigail T.
Doyle, Cassidy E.
Tian, Junyan
Phillips, Christine B.
Ross, Lesley A.
author_sort Freed, Sara A.
collection PubMed
description Introduction: Several interventions have been developed to enhance social connectedness among older adults. However, little research has demonstrated their performance in a social distancing environment. Exergames are not only beneficial to older adults' physical and cognitive health, but they also allow players to interact with each other at a distance, which can reduce loneliness and increase social connection. The aim of this pilot study was to investigate older adults' perceptions of two commercially available exergames. Methods: Twenty healthy community-dwelling older adults (M age = 73.30, SD = 5.95, range = 65–84 years, 80% women) were recruited in this pilot study between July 2019 and February 2020. They were asked to play two exergames for 10 min each on the Xbox One with Kinect console: Just Dance and Kinect Sports Rivals. After gameplay, they provided both quantitative and qualitative feedback on these games. Results: Participants reported an average rating for exergame enjoyment. Greater enjoyment was significantly related with younger age and greater extraversion but not gender. Participants were highly motivated to do well on the games but reported lower scores for likelihood of playing these games in the future. Greater likelihood of future play was associated with younger age but not gender or extraversion. “Not aerobic or strengthen enough; not enough exertion,” and “slower movements, repetition, clear purpose of doing the exercise” were some factors that would influence their decision to buy and play these games. Discussion: The preliminary results of this pilot study suggest that exergames may help address social isolation and loneliness—particularly during times of social distancing. Before applying exergames as a social isolation or loneliness intervention for older adults, study replication in larger representative studies and future work that examines important design issues related to older adults' experiences with these games is needed.
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spelling pubmed-86020722021-11-20 Feasibility and Enjoyment of Exercise Video Games in Older Adults Freed, Sara A. Sprague, Briana N. Stephan, Abigail T. Doyle, Cassidy E. Tian, Junyan Phillips, Christine B. Ross, Lesley A. Front Public Health Public Health Introduction: Several interventions have been developed to enhance social connectedness among older adults. However, little research has demonstrated their performance in a social distancing environment. Exergames are not only beneficial to older adults' physical and cognitive health, but they also allow players to interact with each other at a distance, which can reduce loneliness and increase social connection. The aim of this pilot study was to investigate older adults' perceptions of two commercially available exergames. Methods: Twenty healthy community-dwelling older adults (M age = 73.30, SD = 5.95, range = 65–84 years, 80% women) were recruited in this pilot study between July 2019 and February 2020. They were asked to play two exergames for 10 min each on the Xbox One with Kinect console: Just Dance and Kinect Sports Rivals. After gameplay, they provided both quantitative and qualitative feedback on these games. Results: Participants reported an average rating for exergame enjoyment. Greater enjoyment was significantly related with younger age and greater extraversion but not gender. Participants were highly motivated to do well on the games but reported lower scores for likelihood of playing these games in the future. Greater likelihood of future play was associated with younger age but not gender or extraversion. “Not aerobic or strengthen enough; not enough exertion,” and “slower movements, repetition, clear purpose of doing the exercise” were some factors that would influence their decision to buy and play these games. Discussion: The preliminary results of this pilot study suggest that exergames may help address social isolation and loneliness—particularly during times of social distancing. Before applying exergames as a social isolation or loneliness intervention for older adults, study replication in larger representative studies and future work that examines important design issues related to older adults' experiences with these games is needed. Frontiers Media S.A. 2021-11-05 /pmc/articles/PMC8602072/ /pubmed/34805074 http://dx.doi.org/10.3389/fpubh.2021.751289 Text en Copyright © 2021 Freed, Sprague, Stephan, Doyle, Tian, Phillips and Ross. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.
spellingShingle Public Health
Freed, Sara A.
Sprague, Briana N.
Stephan, Abigail T.
Doyle, Cassidy E.
Tian, Junyan
Phillips, Christine B.
Ross, Lesley A.
Feasibility and Enjoyment of Exercise Video Games in Older Adults
title Feasibility and Enjoyment of Exercise Video Games in Older Adults
title_full Feasibility and Enjoyment of Exercise Video Games in Older Adults
title_fullStr Feasibility and Enjoyment of Exercise Video Games in Older Adults
title_full_unstemmed Feasibility and Enjoyment of Exercise Video Games in Older Adults
title_short Feasibility and Enjoyment of Exercise Video Games in Older Adults
title_sort feasibility and enjoyment of exercise video games in older adults
topic Public Health
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8602072/
https://www.ncbi.nlm.nih.gov/pubmed/34805074
http://dx.doi.org/10.3389/fpubh.2021.751289
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