Accepted for/Published in: JMIR Serious Games
Date Submitted: Jan 23, 2022
Date Accepted: Sep 4, 2023
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Mapping senior users’ needs, experience, preference, and usability in exergames: physical exercise through game interventions for health.
ABSTRACT
Background:
Exercise games, so-called exergames, drastically became popular during the lockdown of the COVID-19 pandemic when people had to stay at home. Many senior adults are at risk of acquiring mental and physical conditions due to the lack of sufficient exercise. So, promoting adherent exercise is an urgent issue to improve senior adults’ muscle strength to prevent falls and conditions caused by physical and cognitive decline. Off-the-shelf exergames are mainly targeted at the younger generation or children; however, senior adults are neglected in the market, while doing exercise is strongly needed for this age group. Exergames could serve as a health intervention for promoting exercise.
Objective:
The aim of this study is to investigate older adults’ experience, perceptions, and acceptance of game technology to promote exercise.
Methods:
Twenty-two participants (70.4 ± 6.1 years) engaged in playing Nintendo Switch and Xbox Kinect, after which semi-structured interviews were conducted. Before the gameplay, a questionnaire of individual information and technology use habits was conducted. The protocol consisted of three 120-minute sessions. All participants completed a three-session workshop. Every session was conducted for two hours a day for three days. Before playing the games, participants provided their background information, exercise habits, and use of technology products. Following this, participants were involved in playing the latest Nintendo Switch games including Just Dance, Boxing, and Ring Fit Adventure as well as an Xbox game, Kinect Adventure. Participants were given brief instructions on how to play the games before each session. The participants played Switch’s Just Dance and Boxing in the first session, Ring Fit Adventure and Mini-Games in the second session, and Xbox’s Adventure in the third session. The observation was conducted by a researcher while participants were playing exergames. Each session began with brief instructions on the session activity for 20 minutes, followed by playing the selected exergames for 80 minutes, then a 20-minute semi-structured interview.
Results:
The results revealed that the game speed, tasks, exercise intensity, and game art design should be reconsidered to meet older adults’ needs and enrich their experience. Older adults enjoyed playing exergames, but they experienced obstacles that made them reluctant to continue to play exergames.
Conclusions:
The study revealed that customized game tutorials are strongly needed, considering older adults’ cognitive and physical ageing. Furthermore, familiarity in-game art and themes with their life experience are preferable. Social relationships are a key motivation for older adults to adopt game technology. The guidelines suggested in this study might be beneficial for game design, exercise training, and game technology adoption of exergames for older adults.
Citation
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Copyright
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