Exergaming interventions for older adults: The effect of game characteristics on gameplay.

IF 3.9
Helen Müller, Nina Skjæret-Maroni, Ellen Marie Bardal, Beatrix Vereijken, Jochen Baumeister
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引用次数: 0

Abstract

Purpose: Exergames can be used to train physical and cognitive abilities and have been shown to be effective in reducing the risk of falls in older adults. However, there is limited evidence about how people play exergames and how gameplay is affected by game settings and, thus, the potential training effects. The aim of this study was to investigate the impact of repeated exergaming sessions over 4 weeks and two game settings (difficulty level and game speed) on gameplay (performance, physical activity and perceived exertion) in older adults over a four-week exergaming intervention.

Methods: 28 independently living older adults (mean age 74.47 years; 14 females) played two different exergames (Puzzle and Fox) at two difficulty levels 3× per week for 4 weeks. Physical activity measures from an accelerometer at the lower back, performance as game scores from the exergaming system, and self-reported measures of physical and cognitive exertion were collected at sessions 1,2,3,6,9 and 12.

Results: For the Puzzle game, performance and physical activity increased significantly across the 12 training sessions. For the Fox game, an increased game speed was associated with increased performance, physical activity, and exertion across the exergaming sessions. Across all exergaming sessions, increasing difficulty by adding cognitive elements decreased the performance and amount of physical activity.

Conclusion: Game characteristics significantly influence how the exergames are played during a 4-week exergaming intervention. Hence, individual tailoring of the difficulty level and game speed is important. This study highlights the importance of understanding the interplay between game characteristics and gameplay during an exergaming intervention, thereby adding critical information for interpreting intervention effects - or the lack thereof.

针对老年人的外部游戏干预:游戏特征对游戏性的影响。
目的:体外游戏可用于训练体能和认知能力,并被证明可有效降低老年人跌倒的风险。然而,关于人们如何玩外部游戏、游戏设置对游戏性的影响以及潜在的训练效果等方面的证据却很有限。本研究的目的是调查在为期四周的外显子游戏干预中,4周内重复外显子游戏课程和两种游戏设置(难度级别和游戏速度)对老年人游戏(表现、体力活动和感知消耗)的影响。方法:28名独立生活的老年人(平均年龄74.47岁;14名女性)在4周内每周3次玩两种不同难度级别的外显子游戏(拼图和狐狸)。在第 1、2、3、6、9 和 12 次游戏中,收集了腰部加速度计的体力活动测量值、外显子游戏系统的游戏成绩以及自我报告的体力和认知消耗测量值:益智游戏的成绩和体力活动在 12 次训练中显著增加。在狐狸游戏中,游戏速度的提高与各次运动训练中成绩、体力活动和消耗的增加有关。在所有外显子游戏训练中,通过增加认知元素来提高难度会降低成绩和体力活动量:结论:在为期四周的外显子游戏干预中,游戏特征对外显子游戏的玩法有很大影响。因此,根据个人情况调整游戏难度和速度非常重要。这项研究强调了了解外显子游戏干预过程中游戏特征和游戏方式之间相互作用的重要性,从而为解释干预效果或缺乏干预效果提供了重要信息。
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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来源期刊
Experimental gerontology
Experimental gerontology Ageing, Biochemistry, Geriatrics and Gerontology
CiteScore
6.70
自引率
0.00%
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0
审稿时长
66 days
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