Feasibility and Enjoyment of Exercise Video Games in Older Adults.

Feasibility and Enjoyment of Exercise Video Games in Older Adults.
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DOI:
10.3389/fpubh.2021.751289
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发表时间:
2021
影响因子:
5.2
通讯作者:
Ross LA
Ross LA
中科院分区:
医学3区
文献类型:
--
作者:
Freed SA;Sprague BN;Stephan AT;Doyle CE;Tian J;Phillips CB;Ross LA

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简介:已经制定了一些干预措施来增强老年人之间的社会联系。然而,很少有研究证明它们在社交距离环境中的表现。运动游戏不仅有利于老年人的身体和认知健康,而且还可以让玩家在一定距离内进行互动,从而减少孤独感并增加社交联系。这项试点研究的目的是调查老年人对两种市售运动游戏的看法。方法:2019 年 7 月至 2020 年 2 月期间,在这项试点研究中招募了 20 名健康的社区老年人(M 年龄 = 73.30,SD = 5.95,范围 = 65-84 岁,80% 女性)。他们被要求在配备 Kinect 主机的 Xbox One 上玩两场运动游戏,各玩 10 分钟:《舞力全开》和《Kinect Sports Rivals》。游戏结束后,他们提供了这些游戏的定量和定性反馈。结果:参与者对运动游戏的享受程度给出了平均评分。更大的享受与年轻和外向性显着相关,但与性别无关。参与者非常积极地在游戏中取得好成绩,但报告称未来玩这些游戏的可能性得分较低。未来玩耍的可能性更大与年龄较小有关,但与性别或外向性无关。 “有氧运动或力量不足;运动量不够”以及“动作缓慢、重复、锻炼目的明确”是影响他们购买和玩这些游戏决定的一些因素。讨论:这项试点研究的初步结果表明,运动游戏可能有助于解决社会孤立和孤独感,尤其是在保持社交距离的时期。在将运动游戏应用于老年人的社会隔离或孤独干预之前,需要在更大的代表性研究中进行研究复制,并在未来的工作中检查与老年人玩这些游戏的经历相关的重要设计问题。
Introduction: Several interventions have been developed to enhance social connectedness among older adults. However, little research has demonstrated their performance in a social distancing environment. Exergames are not only beneficial to older adults' physical and cognitive health, but they also allow players to interact with each other at a distance, which can reduce loneliness and increase social connection. The aim of this pilot study was to investigate older adults' perceptions of two commercially available exergames. Methods: Twenty healthy community-dwelling older adults (M age = 73.30, SD = 5.95, range = 65–84 years, 80% women) were recruited in this pilot study between July 2019 and February 2020. They were asked to play two exergames for 10 min each on the Xbox One with Kinect console: Just Dance and Kinect Sports Rivals. After gameplay, they provided both quantitative and qualitative feedback on these games. Results: Participants reported an average rating for exergame enjoyment. Greater enjoyment was significantly related with younger age and greater extraversion but not gender. Participants were highly motivated to do well on the games but reported lower scores for likelihood of playing these games in the future. Greater likelihood of future play was associated with younger age but not gender or extraversion. “Not aerobic or strengthen enough; not enough exertion,” and “slower movements, repetition, clear purpose of doing the exercise” were some factors that would influence their decision to buy and play these games. Discussion: The preliminary results of this pilot study suggest that exergames may help address social isolation and loneliness—particularly during times of social distancing. Before applying exergames as a social isolation or loneliness intervention for older adults, study replication in larger representative studies and future work that examines important design issues related to older adults' experiences with these games is needed.
DOI: 10.1177/0164027518815260
发表时间: 2019-04-01
期刊: RESEARCH ON AGING
影响因子: 2.6
作者:
Ermer, Ashley E.;Proulx, Christine M.
通讯作者: Proulx, Christine M.
DOI: 10.1027/1864-1105/a000175
发表时间: 2018-01-01
影响因子: 1.7
作者:
Kim, Jihyun;Timmerman, C. Erik
通讯作者: Timmerman, C. Erik
DOI: 10.1371/journal.pmed.1000316
发表时间: 2010-07-27
期刊: PLoS medicine
影响因子: 15.8
作者:
Holt-Lunstad J;Smith TB;Layton JB
通讯作者: Layton JB
DOI: 10.3389/fpsyg.2013.00031
发表时间: 2013
影响因子: 3.8
作者:
Boot WR;Champion M;Blakely DP;Wright T;Souders DJ;Charness N
通讯作者: Charness N
DOI: 10.1093/geronb/gbaa110
发表时间: 2021-02-01
影响因子: 6.2
作者:
Krendl, Anne C.;Perry, Brea L.
通讯作者: Perry, Brea L.