了解老年用户在商业健康游戏中的需求、偏好和经验:可用性研究(预印本)

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2024-04-05 DOI:10.2196/36154
Yu-Han Wang
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引用次数: 0

摘要

背景:由于缺乏足够的锻炼,许多老年人面临精神和身体失调的风险。因此,应立即推广坚持锻炼,以增强老年人的肌肉力量,预防跌倒以及因身体和认知能力衰退而导致的疾病。然而,现成的运动游戏,即所谓的 "外部游戏",主要针对的是年轻一代或儿童,而老年人却被忽视了,而这一年龄组却非常需要运动。外部游戏可以作为促进锻炼的健康干预措施:本研究旨在调查老年人对促进锻炼的游戏技术的体验、看法和接受程度,从而提出游戏设计指南:在这项可用性研究中,参与者参与了任天堂 Switch 和 Xbox Kinect 游戏,之后进行了半结构化访谈。在游戏之前,参与者提供了他们的背景信息、运动习惯和科技产品的使用情况。接下来,所有参与者完成了一个包括 3 项活动的工作坊(关于如何玩游戏的简要说明:20 分钟;玩所选外显游戏:80 分钟;半结构式访谈:20 分钟),每天 2 小时:20 分钟),每天 2 小时,每人持续 3 天。参与者玩的是最新的任天堂 Switch 游戏(如:Just Dance、拳击、Ring Fit Adventure)和 Xbox Kinect 游戏(如:Kinect Adventures!)在活动 1 中玩《劲舞团》、《尊巴》和《拳击》;在活动 2 中玩《环形健身大冒险》和《迷你游戏》;在活动 3 中玩《Kinect 探险!》。对访谈进行了反思性主题分析,以确定访谈中产生的相关主题:共有 22 名参与者(平均年龄 70.4 岁,标准差 6.1 岁)参加了 2021 年 5 月举办的工作坊。访谈结果产生的主题包括对游戏说明的不理解、对游戏技术的心理感知以及对游戏美术的偏好。游戏美术偏好产生的副主题包括最喜欢的游戏类型、角色和场景:结论:考虑到老年人的认知和身体老化,定制游戏教程的需求很大。此外,冒险类游戏比其他游戏更受欢迎。人形游戏角色更受欢迎,尤其是体形健美的角色。自然场景比室内舞台或房间更令人愉悦。此外,游戏强度设计和游戏时间也应仔细规划,以符合世界卫生组织关于老年人体育活动的标准。智能推荐系统可能有助于为患有各种健康问题的老年人提供支持。本研究提出的指导原则可能会对游戏设计、运动训练和游戏技术的采用有所帮助,从而改善老年人的健康状况。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Understanding Senior Adults' Needs, Preferences, and Experiences of Commercial Exergames for Health: Usability Study.

Background: Many senior adults are at risk of mental and physical disorders due to a lack of sufficient exercise. Therefore, adherent exercise should be urgently promoted to improve senior adults' muscle strength, preventing falls and conditions caused by physical and cognitive decline. However, off-the-shelf exercise games, so-called exergames, are mainly targeted at the younger generation or children, while senior adults are neglected, when this age group strongly needs exercise. Exergames could serve as a health intervention for promoting exercise.

Objective: This study aimed to investigate senior adults' experience, perceptions, and acceptance of game technology to promote exercise in order to suggest game design guidelines.

Methods: In this usability study, participants engaged in playing Nintendo Switch and Xbox Kinect games, after which semistructured interviews were conducted. Before the gameplay, the participants provided their background information, exercise habits, and use of technology products. Next, all participants completed a workshop including 3 activities (brief instructions on how to play the games: 20 minutes; playing the selected exergames: 80 minutes; semistructured interviews: 20 minutes) for 2 hours a day for 3 days each. The participants played the latest Nintendo Switch games (eg, Just Dance, Boxing, Ring Fit Adventure) and Xbox Kinect games (eg, Kinect Adventures!, Mini Games). Just Dance, Zumba, and Boxing were played in activity 1; Ring Fit Adventure and Mini Games in activity 2; and Kinect Adventures! in activity 3. Reflexive thematic analysis was applied to identify the relative themes generated from the interviews.

Results: In total, 22 participants (mean age 70.4, SD 6.1 years) were enrolled in the workshop in May 2021. The results of the generated themes included incomprehension of game instructions, psychological perception of game technology, and game art preferences. The subthemes generated from game art preferences included favorite game genres, characters, and scenes.

Conclusions: There is a significant need for customized game tutorials considering senior adults' cognitive and physical aging. Furthermore, the adventure game genre is preferable to other games. Humanlike game characters are preferable, especially those with a fit and healthy body shape. Nature scenes are more enjoyable than indoor stages or rooms. Furthermore, the game intensity design and playing time should be carefully planned to meet the World Health Organization's criteria for physical activity in older adults. Intelligent recommendation systems might be helpful to support older adults with various health conditions. The guidelines suggested in this study might be beneficial for game design, exercise training, and game technology adoption of exergames for older adults to improve health.

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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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