OLDER ADULTS' SUBJECTIVE WELL-BEING EXPERIENCING THE EXERGAME "I AM DOLPHIN"

被引:3
作者
Drazich, Brittany F. [1 ,6 ]
Crane, Breanna M. [2 ]
Taylor, Janiece L. [3 ]
Szanton, Sarah L. [2 ,3 ,4 ]
Moored, Kyle D. [4 ]
Eldreth, Dana [2 ]
Ahmad, Omar [5 ]
Krakauer, John W. [5 ]
Resnick, Barbara [1 ]
Carlson, Michelle C. [2 ]
机构
[1] Univ Maryland, Sch Nursing, Baltimore, MD USA
[2] Johns Hopkins Univ, Bloomberg Sch Publ Hlth, Baltimore, MD USA
[3] Johns Hopkins Univ, Sch Nursing, Baltimore, MD USA
[4] Univ Pittsburgh, Sch Publ Hlth, Pittsburgh, PA USA
[5] Johns Hopkins Univ, Sch Med, Baltimore, MD USA
[6] Univ Maryland, Sch Nursing, 655 West Lombard St, Baltimore, MD 21201 USA
基金
美国国家卫生研究院;
关键词
Exergames; activity; well-being; technology; virtual reality; QUALITY-OF-LIFE; PHYSICAL-ACTIVITY; AGE; REHABILITATION; BALANCE;
D O I
10.1080/17482631.2023.2170013
中图分类号
R1 [预防医学、卫生学];
学科分类号
1004 ; 120402 ;
摘要
The objective of this study was to understand older adults' perceptions of the connections between an exergame intervention, "I Am Dolphin," and their subjective well-being. Researchers conducted three focus groups with 14 older adults who participated in the exergame feasibility study. The semi-structured focus groups were transcribed, coded, and analysed using deductive and inductive techniques. Three themes were constructed related to playing the exergame and participants' subjective well-being: 1) elevated mood (through scheduled activity, immersion, and socialization), 2) feelings of achievement (especially following frustration and competition), and 3) perceived cognitive or physical changes. These findings will help researchers better understand how exergames may relate to the well-being of older adults. Future investigators could use these findings to create and implement new exergame interventions.
引用
收藏
页数:9
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