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INCLUDING FEEDBACK FROM OLDER ADULTS WITH VARYING HEALTH CONDITIONS TO INFORM EXERGAME DESIGNS

Exergames are emerging technologies that combine “exercise” and “video games” to promote enjoyable cognitive and physical activities. Exergame studies often exclude individuals at greatest risk for adverse health outcomes (e.g., oldest-old, living with chronic conditions, comorbidities, or functiona...

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Detalles Bibliográficos
Autores principales: Crane, Breanna, Drazich, Brittany, Taylor, Janiece, Moored, Kyle, Ahmad, Omar, Krakauer, John, Carlson, Michelle
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Oxford University Press 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9765783/
http://dx.doi.org/10.1093/geroni/igac059.1037
Descripción
Sumario:Exergames are emerging technologies that combine “exercise” and “video games” to promote enjoyable cognitive and physical activities. Exergame studies often exclude individuals at greatest risk for adverse health outcomes (e.g., oldest-old, living with chronic conditions, comorbidities, or functional limitations). Thus, it is important to 1) understand motivators and barriers for joining and adhering to exergame studies and 2) capture perspectives from individuals commonly excluded from these studies. We conducted three focus groups among 14 older adults (mean age=79±9 years) with varying health conditions who participated in a novel three-dimensional exergame feasibility study. Data were analyzed using the “Sort and Sift, Think and Shift” approach. Motivators for joining were generativity, peer referrals, self-improvement, and curiosity. Motivators for retention were accomplishment, enjoyability, and exercise. Barriers to participation included frustration and pain/fatigue. We also discuss how participants’ feedback influenced future exergame design. Findings will aid in promoting scalable, enjoyable, and accessible exergame interventions for all.