The Experience of and Needs for Exergames in Older Adults With Mild Cognitive Impairment: Qualitative Interview Study.

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2025-06-17 DOI:10.2196/53631
Xi Chen, Dian Jiang, Hongting Ning, Lina Wu, Yifei Chen, Chi Zhang, Ruotong Peng, Yishu Zhu, Hui Feng
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引用次数: 0

Abstract

Background: As a novel intervention method that combines exercise and games, exergames have demonstrated a positive impact on enhancing the cognitive and physical functions of older adults with mild cognitive impairment (MCI). However, there remains a dearth of knowledge and evidence regarding the experiences and needs of the older adult population in China with MCI about exergames.

Objective: This qualitative study aimed to investigate the experience of and needs for exergames among older adults with MCI.

Methods: We adopted a phenomenological methodology for this study, and conducted it at a community and nursing home in Changsha, Hunan Province, from June to August 2023. We used the purpose sampling method to conduct semistructured interviews with 21 older people with MCI. Older people with MCI were allowed to experience exergames using our preselected exergame device, the Nintendo Switch, and they were interviewed to understand their experience and needs for exergames. The interviews were recorded and transcribed verbatim, and the data were uploaded to NVivo 12 software for encoding. The corresponding text was then reviewed for data analysis. Data analysis was guided by the methodology proposed by Giorgi and was carried out simultaneously with data collection. This study's trustworthiness was evaluated according to credibility, dependability, confirmability, and transferability criteria.

Results: Overall, 21 participants (mean age 70.2, SD 7.6 y; n=17, 81% women; mean Montreal Cognitive Assessment score 18.8, SD 3.6) were interviewed. Moreover, 21 interviews were conducted. By the 18th interview, the data were saturated, and to make sure no new topics came up, we conducted 3 more interviews. The experience of older people with MCI with exergames includes five parts: their attitudes toward exergames vary, they are both entertaining and interesting, they promote physical activity and exercise, they pass the time and relieve loneliness, and their conditions of use are not restricted. The needs of older people with MCI for exergames include the desire to design older people-friendly exergames, ensure scientific validity and safety in the process of sports, provide a good gaming experience, exercise physical and cognitive function, and provide support and training.

Conclusions: This study provides an interpretative understanding of the experiences and needs associated with exergames in older people with MCI, which could inform exergame development appropriate for this population and guide the implementation of exergame interventions in this population. Most older people with MCI expressed a positive attitude toward exergames, but not all were interested in them. Older people with MCI viewed exergames as both entertaining and fun, promoting physical activity and exercise, passing the time, relieving loneliness, and the conditions of use were not restricted. Exergames for older people with MCI should be older people-friendly, scientific, safe, provide a good play experience, exercise physical and cognitive function, and provide training and support. In the future, exergames should be tailored to meet the unique needs of older people with MCI, which is critical to improving their well-being.

老年轻度认知障碍患者运动游戏的体验与需求:质性访谈研究。
背景:运动游戏作为一种运动与游戏相结合的新型干预手段,对增强老年人轻度认知障碍(MCI)的认知功能和身体功能具有积极作用。然而,关于中国老年MCI患者在游戏方面的经验和需求的知识和证据仍然缺乏。目的:本定性研究旨在探讨老年轻度认知障碍患者对运动游戏的体验和需求。方法:本研究采用现象学方法,于2023年6 - 8月在湖南省长沙市某社区及养老院进行。我们采用目的抽样方法对21名老年轻度认知障碍患者进行半结构化访谈。我们允许患有轻度认知障碍的老年人使用我们预先选择的游戏设备任天堂Switch体验游戏,并采访他们以了解他们对游戏的体验和需求。对访谈进行逐字记录和转录,并将数据上传到NVivo 12软件进行编码。然后审查相应的文本以进行数据分析。数据分析以Giorgi提出的方法为指导,与数据收集同时进行。本研究的可信度依据可信性、可靠性、可确认性和可转移性标准进行评估。结果:总共有21名参与者(平均年龄70.2岁,SD 7.6 y;N =17, 81%为女性;平均蒙特利尔认知评估得分18.8分,SD 3.6)。此外,还进行了21次访谈。到第18次采访时,数据已经饱和,为了确保没有新的话题出现,我们又进行了3次采访。MCI老年人玩运动游戏的体验包括五个部分:他们对运动游戏的态度不同,运动游戏既娱乐又有趣,促进身体活动和锻炼,打发时间和缓解孤独感,使用条件不受限制。MCI老年人对运动游戏的需求包括设计适合老年人的运动游戏,保证运动过程中的科学有效性和安全性,提供良好的游戏体验,锻炼身体和认知功能,提供支持和训练。结论:本研究提供了对MCI老年人与游戏相关的经验和需求的解释性理解,可以为适合该人群的游戏开发提供信息,并指导该人群实施游戏干预措施。大多数患有轻度认知障碍的老年人对游戏表现出积极的态度,但并不是所有人都对游戏感兴趣。患有轻度认知障碍的老年人认为游戏既有趣又有趣,可以促进身体活动和锻炼,打发时间,缓解孤独感,而且游戏的使用条件没有限制。针对轻度认知障碍老年人的游戏应该是老年人友好的、科学的、安全的,提供良好的游戏体验,锻炼身体和认知功能,并提供训练和支持。在未来,游戏应该量身定制,以满足患有轻度认知障碍的老年人的独特需求,这对改善他们的健康至关重要。
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
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
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