Exploring the Influence of Tech Savviness and Physical Activity in Older Adults Playing an Exergame

Sruti Subramanian, K. Moor, B. Vereijken, Y. Dahl, Dag Svanæs
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Abstract

Exergames are widely being used for various serious purposes such as training balance in older adults. However, despite the potential and growing attention given to such movement-based applications, there is lack of knowledge on how to design such technology for older adults while taking tech savviness and routine physical activity adequately into account. In this regard, the current paper reports on a qualitative case study with 6 healthy older adults. More concretely the study analyzed the older adults' (1) current use of electronic devices (i.e., smart phones and tablets) and software applications (i.e., email, net banking, mobile apps, and social media) (2) routine physical activities, and (3) exergaming competence. Results show that participants' tech savviness and routine physical activity did influence their exergaming performance. Overall, our findings suggest the importance of (1) designing for motivation based on preferences and influencing factors, (2) emphasizing the health benefits of playing the game, and (3) designing and endorsing exergames as a supplementary tool to healthy older adults' existing training regimens.
探索技术知识和体育活动对老年人玩游戏的影响
运动游戏被广泛用于各种严肃的目的,如训练老年人的平衡能力。然而,尽管这种基于运动的应用程序具有潜力并且受到越来越多的关注,但在充分考虑技术知识和日常身体活动的同时,如何为老年人设计这种技术还缺乏知识。在这方面,本文报告了对6名健康老年人的定性案例研究。更具体地说,该研究分析了老年人的(1)电子设备(如智能手机和平板电脑)和软件应用(如电子邮件、网上银行、移动应用程序和社交媒体)的当前使用情况(2)日常体育活动,以及(3)游戏能力。结果表明,参与者的科技知识和日常体育活动确实影响了他们的游戏表现。总的来说,我们的研究结果表明:(1)基于偏好和影响因素的动机设计的重要性;(2)强调玩游戏的健康益处;(3)设计和认可运动游戏作为健康老年人现有训练方案的补充工具。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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