Understanding older adults' perceptions of and attitudes towards exergames.
Purpose Maintaining physical activity is a key component of successful aging and has benefits for both physical and cognitive functioning in the older adult population. One promising method for engaging in physical activity is through exergames, which are video games designed to promote exercise. Ex...
| Publicado en: | Gerontechnology Vol. 16; no. 2; pp. 81 - 91 |
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| Autores principales: | , , , , |
| Formato: | research tables/charts Journal Article |
| Publicado: |
International Society for Gerontechnology
2017
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| Acceso en línea: | Ver este registro en EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=124995509&site=ehost-live header: @attributes: shortDbName: ccm uiTerm: 124995509 longDbName: CINAHL Complete uiTag: AN controlInfo: bkinfo: dissinfo: jinfo: jid: 15691101 904R jtl: Gerontechnology issn: 15691101 maglogo: N pubinfo: dt: 2017 vid: 16 iid: 2 pid: 54298 pub: International Society for Gerontechnology artinfo: ui: 124995509 124995509 124995509 10.4017/gt.2017.16.2.003.00 124995509 ppf: 81 ppct: 10 formats: tig: atl: Understanding older adults' perceptions of and attitudes towards exergames. aug: au: Barg-Walkow, Laura H. Harrington, Christina N. Mitzner, Tracy L. Hartley, Jordan Q. Rogers, Wendy A. affil: School of Psychology, Georgia Institute of Technology, Atlanta, Georgia, USA sug: subj: Attitude In Old Age Perception In Old Age Exergames User-Computer Interface Utilization Diffusion of Innovation Human Video Games Exercise Middle Age Aged Interviews Multimethod Studies Middle Aged: 45-64 years Aged: 65+ years ab: Purpose Maintaining physical activity is a key component of successful aging and has benefits for both physical and cognitive functioning in the older adult population. One promising method for engaging in physical activity is through exergames, which are video games designed to promote exercise. Exergames have the potential to be used by a wide range of people, including older adults, in a variety of settings, such as at home, in community living environments, or senior centers. However, exergames have not been designed for older adults (e.g., with respect to their attitudes, needs). Thus, older adults may not adopt these systems if they perceive them as not useful or relevant to them. Method Twenty older adults (aged 60-79) interacted with two exergames, and were then interviewed about their perceptions of the system's ease of use and usefulness, as well as their general attitudes towards the system. Results Participants identified the potential for exergames' usefulness for various goals, such as to increase their physical activity. However, they also reported negative attitudes concerning the system, including perceiving barriers to system use. Overall, participants said they would use the system in the future and recommend it to other people at their age for improving health, despite these use challenges. Conclusion The older adults were open to adopting exergames, which could provide opportunities to increase physical activity. Given the participants' overall positive perceptions of the usefulness of exergames, designers must address the perceived challenges of using these systems. Understanding barriers and facilitators for older adults' use of exergames can guide design, training, and adoption of these systems. pubtype: Academic Journal doctype: research tables/charts Journal Article ougenre: Article language: English refInfo: holdings: @attributes: islocal: N |
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