Exergaming in gerontechnology: Moving forward...9th World Conference of the International Society for Gerontechnology (ISG), June 18-21, 2014, Taipei, Taiwan.

Issue Exergames combine physical exercises with computer simulated environments to increase the appeal of exercise. Designing exergames for older people with and without dementia is a challenge for gerontechnology, and several variables must be taken into account. For example, exergames should be at...

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Detalles Bibliográficos
Publicado en:Gerontechnology Vol. 13; no. 2; p. 144
Autor principal: TERLOUW, G.
Formato: abstract proceedings Journal Article
Publicado: International Society for Gerontechnology 2014 Special Issue
Acceso en línea:Ver este registro en EBSCOhost
Descripción
Sumario:Issue Exergames combine physical exercises with computer simulated environments to increase the appeal of exercise. Designing exergames for older people with and without dementia is a challenge for gerontechnology, and several variables must be taken into account. For example, exergames should be attractive to the target group, the business case has to be steady, and evidence of the intended results should be obtained. Content Exergames have already been introduced successfully into rehabilitation and healthcare centers for older people across different cultures, like in Japan and the Netherlands. One of the main goals of developing and using new interventions like exergaming1 is trying to stimulate clients to exercise more so that they can reduce their risk of falling and improve their wellbeing. Designing and implementing exergames, suited for older people with and without dementia, is an up-and-coming issue in gerontechnology. In this paper we aim to help people understand different aspects of exergaming in gerontechnology. (i) Designing and publishing an exergame: The Rehabilium is a Japanese game that contains a stand-up exercise called a squad2. It is strongly recommended to be done in a stroke treatment guideline. The commercial version, 'Rehabilium Kiritsu-kun', was published last year and started selling for use in long-term healthcare facilities and hospitals this March. This session will give insight into how the game went from a prototype to the commercial version and presents results from a clinical trial. (ii) Designing an exergame: The design principles for a generic (situational) game will be presented. This generic game is designed for home use. In addition to the regular exercises and exercising with the Rehabilium or BITgame, this game also supports a broad range of friction resistance exercises. (iii) Testing and redesigning an exergame: The Japanese Rehabilium was introduced in healthcare for older people in the Netherlands, and was used as a prevention therapy to reduce fall risk and help its users stay physically fit. Based on prior research, a Dutch version of the Rehabilium was built: the BITgame. In the BITgame, a dashboard function with database feature was added. This dashboard function gives more insight into the amount and quality of the therapy and the performed exercises. (iv) Research on effects of exergaming: A research design to obtain evidence in dementia care and the first pilot outcomes will be presented in this session. Structure There will be 4 chaired oral sessions followed by Q&A and a general discussion. Conclusion We expect to give the audience a thorough understanding of our visions for exergaming, from design to implementation, across different cultures. We hope that this approach inspires other people to bring exergaming in gerontechnology to the next level.