Exposure to 'exergames' increases older adults' perception of the usefulness of technology for improving health and physical activity: a pilot study
Objective: The study aimed to determine use and perceptions of technology before and after using a 5-week exergame.
Methods: Focus groups determined habitual use of technology and the participant's perceptions of technology to assist with health and physical activity. Surveys were developed to quantitatively measure these perceptions and were administered before and after a 5-week intervention. The intervention was an exergame that focused on postural balance ("Your Shape Fitness Evolved 2012"). Games scores, rates of game participation, and enjoyment were also recorded.
Results: A total of 24 healthy participants aged between 55 and 82 years (mean 70, SD 6 years) indicated that after the intervention there was an increased awareness that technology (in the form of exergames) can assist with maintaining physical activity (P < .001). High levels of enjoyment (Physical Activity Enjoyment Scale [PACES-8] score mean 53.0, SE 0.7) and participation rates over the whole study (83%-100%) were recorded.
Conclusions: Older adults' have low perception of the use of technology for improving health outcomes until after exposure to exergames. Technology, in the form of enjoyable exergames, may be useful for improving participation in physical activity that is relevant for older adults.
History
Publication title
JMIR Serious GamesArticle number
e8Number
e8Pagination
1-8ISSN
2291-9279Department/School
School of Health SciencesPublisher
JMIR Publications, Inc.Place of publication
CanadaRights statement
Copyright 2015 The Authors Licensed under Creative Commons Attribution 2.0 Generic (CC BY 2.0) https://creativecommons.org/licenses/by/2.0/Repository Status
- Open