Cargando…

ENGAGING OLDER ADULTS IN HEALTH PROMOTION: PILOT STUDY OF TEAM GAMEPLAY OF AN EDUCATIONAL EXERGAME IN A SENIOR CENTER

Digital health games offer one innovative approach to engage older adults to support healthy aging. Multiple reviews have described the positive impact of health games. Limited research has examined multi-focus health games implemented in senior centers. Informed by healthy aging theory and communit...

Descripción completa

Detalles Bibliográficos
Autores principales: Ruggiero, Laurie, Orsega-Smith, Elizabeth, Nichols, Amy, Varghese, Joshua, Getchell, Nancy, DeLauder, Rachel, Koiler, Reza, Barmaki, Roghayeh
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Oxford University Press 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9767159/
http://dx.doi.org/10.1093/geroni/igac059.2696
_version_ 1784853901802995712
author Ruggiero, Laurie
Orsega-Smith, Elizabeth
Nichols, Amy
Varghese, Joshua
Getchell, Nancy
DeLauder, Rachel
Koiler, Reza
Barmaki, Roghayeh
author_facet Ruggiero, Laurie
Orsega-Smith, Elizabeth
Nichols, Amy
Varghese, Joshua
Getchell, Nancy
DeLauder, Rachel
Koiler, Reza
Barmaki, Roghayeh
author_sort Ruggiero, Laurie
collection PubMed
description Digital health games offer one innovative approach to engage older adults to support healthy aging. Multiple reviews have described the positive impact of health games. Limited research has examined multi-focus health games implemented in senior centers. Informed by healthy aging theory and community-engaged methods, our multi-disciplinary team developed/refined an educational exergame with a combined focus on educating about healthy lifestyle behaviors (i.e., physical activity, healthy eating), stimulating cognitive functioning, and engaging movement to support healthy aging. A pilot study (Nf13; mean age = 78, 100% female) examined team gameplay (4 sessions in two weeks) in a senior center. Teams (2–3 members) worked together to answer knowledge, trivia, and cognitive challenge questions and competed for the highest score. A post-gameplay survey asked about acceptability, usability (i.e., adapted System Usability Scale), and perceived game impact. Preliminary results suggest team gameplay was engaging and nearly all (>90%) agreed/strongly agreed that they enjoyed playing with others (i.e., on teams); were comfortable doing the physical movements during gameplay; were satisfied with game educational, trivia, and cognitive questions; enjoyed the social part of team gameplay; would recommend the game to others; and the game increased their knowledge and motivation regarding physical activity and healthy eating. The System Usability Scale was above 70, on average, suggesting above average usability for the game. Findings support use of this educational exergame as an innovative way to engage older adults in health promotion. Presentation will describe game development/refinement, senior center pilot, and implications for future research and senior center translation.
format Online
Article
Text
id pubmed-9767159
institution National Center for Biotechnology Information
language English
publishDate 2022
publisher Oxford University Press
record_format MEDLINE/PubMed
spelling pubmed-97671592022-12-21 ENGAGING OLDER ADULTS IN HEALTH PROMOTION: PILOT STUDY OF TEAM GAMEPLAY OF AN EDUCATIONAL EXERGAME IN A SENIOR CENTER Ruggiero, Laurie Orsega-Smith, Elizabeth Nichols, Amy Varghese, Joshua Getchell, Nancy DeLauder, Rachel Koiler, Reza Barmaki, Roghayeh Innov Aging Late Breaking Abstracts Digital health games offer one innovative approach to engage older adults to support healthy aging. Multiple reviews have described the positive impact of health games. Limited research has examined multi-focus health games implemented in senior centers. Informed by healthy aging theory and community-engaged methods, our multi-disciplinary team developed/refined an educational exergame with a combined focus on educating about healthy lifestyle behaviors (i.e., physical activity, healthy eating), stimulating cognitive functioning, and engaging movement to support healthy aging. A pilot study (Nf13; mean age = 78, 100% female) examined team gameplay (4 sessions in two weeks) in a senior center. Teams (2–3 members) worked together to answer knowledge, trivia, and cognitive challenge questions and competed for the highest score. A post-gameplay survey asked about acceptability, usability (i.e., adapted System Usability Scale), and perceived game impact. Preliminary results suggest team gameplay was engaging and nearly all (>90%) agreed/strongly agreed that they enjoyed playing with others (i.e., on teams); were comfortable doing the physical movements during gameplay; were satisfied with game educational, trivia, and cognitive questions; enjoyed the social part of team gameplay; would recommend the game to others; and the game increased their knowledge and motivation regarding physical activity and healthy eating. The System Usability Scale was above 70, on average, suggesting above average usability for the game. Findings support use of this educational exergame as an innovative way to engage older adults in health promotion. Presentation will describe game development/refinement, senior center pilot, and implications for future research and senior center translation. Oxford University Press 2022-12-20 /pmc/articles/PMC9767159/ http://dx.doi.org/10.1093/geroni/igac059.2696 Text en © The Author(s) 2022. Published by Oxford University Press on behalf of The Gerontological Society of America. 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 reuse, distribution, and reproduction in any medium, provided the original work is properly cited.
spellingShingle Late Breaking Abstracts
Ruggiero, Laurie
Orsega-Smith, Elizabeth
Nichols, Amy
Varghese, Joshua
Getchell, Nancy
DeLauder, Rachel
Koiler, Reza
Barmaki, Roghayeh
ENGAGING OLDER ADULTS IN HEALTH PROMOTION: PILOT STUDY OF TEAM GAMEPLAY OF AN EDUCATIONAL EXERGAME IN A SENIOR CENTER
title ENGAGING OLDER ADULTS IN HEALTH PROMOTION: PILOT STUDY OF TEAM GAMEPLAY OF AN EDUCATIONAL EXERGAME IN A SENIOR CENTER
title_full ENGAGING OLDER ADULTS IN HEALTH PROMOTION: PILOT STUDY OF TEAM GAMEPLAY OF AN EDUCATIONAL EXERGAME IN A SENIOR CENTER
title_fullStr ENGAGING OLDER ADULTS IN HEALTH PROMOTION: PILOT STUDY OF TEAM GAMEPLAY OF AN EDUCATIONAL EXERGAME IN A SENIOR CENTER
title_full_unstemmed ENGAGING OLDER ADULTS IN HEALTH PROMOTION: PILOT STUDY OF TEAM GAMEPLAY OF AN EDUCATIONAL EXERGAME IN A SENIOR CENTER
title_short ENGAGING OLDER ADULTS IN HEALTH PROMOTION: PILOT STUDY OF TEAM GAMEPLAY OF AN EDUCATIONAL EXERGAME IN A SENIOR CENTER
title_sort engaging older adults in health promotion: pilot study of team gameplay of an educational exergame in a senior center
topic Late Breaking Abstracts
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9767159/
http://dx.doi.org/10.1093/geroni/igac059.2696
work_keys_str_mv AT ruggierolaurie engagingolderadultsinhealthpromotionpilotstudyofteamgameplayofaneducationalexergameinaseniorcenter
AT orsegasmithelizabeth engagingolderadultsinhealthpromotionpilotstudyofteamgameplayofaneducationalexergameinaseniorcenter
AT nicholsamy engagingolderadultsinhealthpromotionpilotstudyofteamgameplayofaneducationalexergameinaseniorcenter
AT varghesejoshua engagingolderadultsinhealthpromotionpilotstudyofteamgameplayofaneducationalexergameinaseniorcenter
AT getchellnancy engagingolderadultsinhealthpromotionpilotstudyofteamgameplayofaneducationalexergameinaseniorcenter
AT delauderrachel engagingolderadultsinhealthpromotionpilotstudyofteamgameplayofaneducationalexergameinaseniorcenter
AT koilerreza engagingolderadultsinhealthpromotionpilotstudyofteamgameplayofaneducationalexergameinaseniorcenter
AT barmakiroghayeh engagingolderadultsinhealthpromotionpilotstudyofteamgameplayofaneducationalexergameinaseniorcenter