Exposure to "Exergames" Increases Older Adults' Perception of the Usefulness of Technology for Improving Health and Physical Activity: A Pilot Study

被引:34
作者
Bird, Marie-Louise [1 ]
Clark, Brodie [1 ]
Millar, Johanna [1 ]
Whetton, Sue [1 ]
Smith, Stuart [1 ,2 ]
机构
[1] Univ Tasmania, Fac Hlth, Hlth Res Ctr, Locked Bag 1322, Launceston, Tas 7250, Australia
[2] Univ Sunshine Coast, Sippy Downs, Qld 4556, Australia
关键词
health care reform; postural balance; pleasure; exercise; perception; EXERCISE; BARRIERS; PREVENTION; HOME;
D O I
10.2196/games.4275
中图分类号
R19 [保健组织与事业(卫生事业管理)];
学科分类号
摘要
Background: High rates of sedentary behaviors in older adults can lead to poor health outcomes. However, new technologies, namely exercise-based videogames ("exergames"), may provide ways of stimulating uptake and ongoing participation in physical activities. Older adults' perceptions of the use of technology to improve health are not known. Objective: The study aimed to determine use and perceptions of technology before and after using a 5-week exergame. Methods: Focus groups determined habitual use of technology and the participant's perceptions of technology to assist with health and physical activity. Surveys were developed to quantitatively measure these perceptions and were administered before and after a 5-week intervention. The intervention was an exergame that focused on postural balance ("Your Shape Fitness Evolved 2012"). Games scores, rates of game participation, and enjoyment were also recorded. Results: A total of 24 healthy participants aged between 55 and 82 years (mean 70, SD 6 years) indicated that after the intervention there was an increased awareness that technology (in the form of exergames) can assist with maintaining physical activity (P<. 001). High levels of enjoyment (Physical Activity Enjoyment Scale [PACES-8] score mean 53.0, SE 0.7) and participation rates over the whole study (83%-100%) were recorded. Conclusions: Older adults' have low perception of the use of technology for improving health outcomes until after exposure to exergames. Technology, in the form of enjoyable exergames, may be useful for improving participation in physical activity that is relevant for older adults.
引用
收藏
页数:8
相关论文
共 40 条
[1]   An investigation of the effects of game difficulty on player enjoyment [J].
Alexander, Justin T. ;
Sear, John ;
Oikonomou, Andreas .
ENTERTAINMENT COMPUTING, 2013, 4 (01) :53-62
[2]   Can a Website-Delivered Computer-Tailored Physical Activity Intervention Be Acceptable, Usable, and Effective for Older People? [J].
Ammann, Rahel ;
Vandelanotte, Corneel ;
de Vries, Hein ;
Mummery, W. Kerry .
HEALTH EDUCATION & BEHAVIOR, 2013, 40 (02) :160-170
[3]  
[Anonymous], 2020, AUSTR HLTH 2020 DAT
[4]  
[Anonymous], 3222 0 POP PROJ AUST
[5]   Development of an interactive motivating tool for rehabilitation movements [J].
Betker, A. L. ;
Szturm, T. ;
Moussavi, Z. .
2005 27TH ANNUAL INTERNATIONAL CONFERENCE OF THE IEEE ENGINEERING IN MEDICINE AND BIOLOGY SOCIETY, VOLS 1-7, 2005, :2341-2344
[6]   Barriers and motivators to exercise for older adults: A focus on those living in rural and remote areas of Australia [J].
Boehm, Jackie ;
Franklin, Richard C. ;
Newitt, Rose ;
McFarlane, Kathryn ;
Grant, Tonya ;
Kurkowski, Barbra .
AUSTRALIAN JOURNAL OF RURAL HEALTH, 2013, 21 (03) :141-149
[7]  
Brown W., 2005, CHOOSE HLTH BE ACTIV
[8]  
Cresswell J.W., 2008, Educational research: Planning, conducting, and evaluating quantitative and qualitative research
[9]  
Dacey M, 2008, AM J HEALTH BEHAV, V32, P570, DOI 10.5555/ajhb.2008.32.6.570
[10]   Older adults' attitudes towards and perceptions of 'smart home' technologies: a pilot study [J].
Demiris, G ;
Rantz, MJ ;
Aud, MA ;
Marek, KD ;
Tyrer, HW ;
Skubic, M ;
Hussam, AA .
MEDICAL INFORMATICS AND THE INTERNET IN MEDICINE, 2004, 29 (02) :87-94