Older adults’ experience of active computer gaming for falls prevention exercise: A mixed methods study

IF 0.4 Q4 REHABILITATION
S. Howes, Iseult M. Wilson, K. Pedlow, Dominic E. Holmes, D. Charles, S. McDonough
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引用次数: 0

Abstract

PURPOSE: This mixed methods study explored older adults’ experience using a bespoke active computer gaming (ACG) system designed to deliver falls prevention exercise. METHODS: Usability, acceptability and safety were evaluated through observation of system use, questionnaires, in-system ratings, and semi-structured interviews. Quantitative and qualitative data were synthesised concurrently to provide a deeper understanding of older adults’ experience with the system. RESULTS: N = 7 older adults (aged 73–88 years, most with increased fear of falling, and over half with reduced physical functioning) completed up to six uses of the system. Observations and qualitative feedback suggested that older adults’ experience with the system was influenced by physical health changes associated with ageing. Overall feedback after using the system was positive. Social support, from either the clinician or a peer, was a key theme influencing experience. CONCLUSIONS: Findings suggested that autonomous use of the system may not be feasible given the requirement and preference for social support.
老年人积极电脑游戏预防跌倒运动的经验:一项混合方法研究
目的:这项混合方法研究探讨了老年人使用定制的主动电脑游戏(ACG)系统的体验,该系统旨在提供预防跌倒的锻炼。方法:通过观察系统使用情况、问卷调查、系统内评分和半结构化访谈,对可用性、可接受性和安全性进行评估。定量和定性数据同时合成,以更深入地了解老年人对该系统的体验。结果:N = 7名老年人(年龄在73-88岁之间,大多数人对摔倒的恐惧增加,超过一半的人身体功能下降)完成了多达六次的系统使用。观察和定性反馈表明,老年人对该系统的体验受到与衰老相关的身体健康变化的影响。使用该系统后的总体反馈是积极的。来自临床医生或同伴的社会支持是影响体验的关键主题。结论:研究结果表明,考虑到社会支持的需求和偏好,自主使用该系统可能不可行。
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来源期刊
Physiotherapy Practice and Research
Physiotherapy Practice and Research Health Professions-Occupational Therapy
CiteScore
0.50
自引率
0.00%
发文量
28
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