Néva Béraud-Peigné, Alexandra Perrot, Pauline Maillot
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In contrast, BIKE-VG is categorized as Thinking While Moving training, where the cognitive and motor or physical tasks are not interconnected. The nature of the cognitive, physical, and motor combinations also differentiates them. I2WE is multi-domain training, while BIKE-VG is physical-cognitive training, and SWITCH is motor-cognitive training.</p><p><strong>Methods: </strong>A total of 90 older adults (mean [SD] 69.49 [5.78]) were divided into 3 groups (I2WE, SWITCH, and BIKE-VG). Each participant completed a 45-minute group session and then filled out questionnaires to evaluate UX, workload, pleasure, and intensity.</p><p><strong>Results: </strong>The UX was positive for I2WE and SWITCH, and neutral for BIKE-VG. It was higher for I2WE than for BIKE-VG (t87=2.83; P=.02; d=0.70; 95% CI 0.15-1.69). The workload was moderate across all 3 groups. The intensity was moderate for all groups, ranging between 50% and 70% of the maximum heart rate, and approached high intensity for the I2WE and SWITCH groups. It was significantly higher for I2WE than for BIKE-VG (t66= 2.86; P=.01; d=0.70; 95% CI 1.04-11.43). The perceived pleasure was significantly higher for I2WE (t87=3.63; P=.001; d=0.9;95% CI 2.74-13.23) and SWITCH (t87=3.11; P=.01; d=0.87; 95% CI 1.82-13.69) compared with BIKE-VG.</p><p><strong>Conclusions: </strong>The UX and perceived enjoyment are higher for the Moving While Thinking training compared with the Thinking While Moving training. 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However, there is a lack of comparative data to determine which type of AVG is better suited to older adults.</p><p><strong>Objective: </strong>The purpose of this study was to compare user experience (UX), workload, pleasure, and intensity of three different experiences: (1) an Immersive and Interactive Wall Exergame (I2WE), (2) a consumer device (SWITCH), and (3) a combination of video games and physical stimulation (biking and videogaming, BIKE-VG) for older adults. I2WE and SWITCH are categorized as Moving While Thinking training, meaning that the cognitive task is integrated into the motor or physical task. In contrast, BIKE-VG is categorized as Thinking While Moving training, where the cognitive and motor or physical tasks are not interconnected. The nature of the cognitive, physical, and motor combinations also differentiates them. 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引用次数: 0
摘要
背景:鉴于活跃视频游戏(AVG)的吸引力,许多工具现在被用于老年人的联合训练。然而,缺乏比较数据来确定哪种类型的AVG更适合老年人。目的:本研究的目的是比较三种不同体验的用户体验(UX),工作量,愉悦度和强度:(1)沉浸式和交互式墙壁游戏(I2WE),(2)消费设备(SWITCH),以及(3)老年人视频游戏和物理刺激的组合(骑自行车和视频游戏,BIKE-VG)。I2WE和SWITCH被归类为边运动边思考训练,这意味着认知任务被整合到运动或身体任务中。相比之下,BIKE-VG被归类为“边运动边思考”训练,在这种训练中,认知和运动或身体任务并不相互关联。认知、身体和运动组合的性质也将它们区分开来。I2WE是多领域训练,BIKE-VG是身体认知训练,SWITCH是运动认知训练。方法:90例老年人(平均[SD] 69.49[5.78])分为I2WE组、SWITCH组和BIKE-VG组。每个参与者完成45分钟的小组会议,然后填写调查问卷来评估用户体验、工作量、乐趣和强度。结果:UX对I2WE和SWITCH呈阳性,对BIKE-VG呈中性。I2WE高于BIKE-VG (t87=2.83;P = .02点;d = 0.70;95% ci 0.15-1.69)。所有3组的工作量都是中等的。所有组的强度均为中等,范围在最大心率的50%至70%之间,I2WE组和SWITCH组接近高强度。I2WE组显著高于BIKE-VG组(t66= 2.86;P = . 01;d = 0.70;95% ci 1.04-11.43)。I2WE组感知到的愉悦感明显更高(t87=3.63;P =措施;d=0.9;95% CI 2.74-13.23)和SWITCH (t87=3.11;P = . 01;d = 0.87;95% CI 1.82-13.69)。结论:边动边想训练的用户体验和感知享受均高于边动边想训练。这表明I2WE和SWITCH训练方法是老年人联合训练的有希望和激励的选择。
Active Video Games Training for Older Adults: Comparative Study of User Experience, Workload, Pleasure, and Intensity.
Background: Given the appeal of active video games (AVG), many tools are now being used for combined training in older adults. However, there is a lack of comparative data to determine which type of AVG is better suited to older adults.
Objective: The purpose of this study was to compare user experience (UX), workload, pleasure, and intensity of three different experiences: (1) an Immersive and Interactive Wall Exergame (I2WE), (2) a consumer device (SWITCH), and (3) a combination of video games and physical stimulation (biking and videogaming, BIKE-VG) for older adults. I2WE and SWITCH are categorized as Moving While Thinking training, meaning that the cognitive task is integrated into the motor or physical task. In contrast, BIKE-VG is categorized as Thinking While Moving training, where the cognitive and motor or physical tasks are not interconnected. The nature of the cognitive, physical, and motor combinations also differentiates them. I2WE is multi-domain training, while BIKE-VG is physical-cognitive training, and SWITCH is motor-cognitive training.
Methods: A total of 90 older adults (mean [SD] 69.49 [5.78]) were divided into 3 groups (I2WE, SWITCH, and BIKE-VG). Each participant completed a 45-minute group session and then filled out questionnaires to evaluate UX, workload, pleasure, and intensity.
Results: The UX was positive for I2WE and SWITCH, and neutral for BIKE-VG. It was higher for I2WE than for BIKE-VG (t87=2.83; P=.02; d=0.70; 95% CI 0.15-1.69). The workload was moderate across all 3 groups. The intensity was moderate for all groups, ranging between 50% and 70% of the maximum heart rate, and approached high intensity for the I2WE and SWITCH groups. It was significantly higher for I2WE than for BIKE-VG (t66= 2.86; P=.01; d=0.70; 95% CI 1.04-11.43). The perceived pleasure was significantly higher for I2WE (t87=3.63; P=.001; d=0.9;95% CI 2.74-13.23) and SWITCH (t87=3.11; P=.01; d=0.87; 95% CI 1.82-13.69) compared with BIKE-VG.
Conclusions: The UX and perceived enjoyment are higher for the Moving While Thinking training compared with the Thinking While Moving training. This indicates that the I2WE and SWITCH training approaches are promising and motivating options for combined training for older adults.
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.