Accepted for/Published in: JMIR Serious Games
Date Submitted: May 17, 2025
Open Peer Review Period: May 28, 2025 - Jul 23, 2025
Date Accepted: Nov 12, 2025
(closed for review but you can still tweet)
Warning: This is an author submission that is not peer-reviewed or edited. Preprints - unless they show as "accepted" - should not be relied on to guide clinical practice or health-related behavior and should not be reported in news media as established information.
Exergaming-based Esports Intervention for Older Adults in Hong Kong: A Pilot Study
ABSTRACT
Background:
Exergaming refers to video gaming with/without virtual reality that requires the use of physical activity during gameplay, and has been utilized as an emerging type of physical activity in improving older adults’ physical and mental health. Exergaming can also be considered as esports when a competitive and interactive element is embedded in the gameplay. To date, the impact of exergaming-based esports on older adults’ health and well-being has been less investigated.
Objective:
This study aims to examine the effectiveness of an exergaming-based esports intervention program in promoting older adults’ physical, psychological, and cognitive health outcomes in Hong Kong.
Methods:
A total of 54 older adults were recruited and 48 (male = 12; female = 36) were retained for data analysis (six did not attend the post-test). All participants were allocated to either an esports group (EG = 24) or a control group (CG = 24). EG participants were invited to participate in an eight-week exergaming-based esports intervention program consisting of 16 training sessions to learn and play the Nintendo Switch™ Fitness Boxing game. A fitness boxing competition was embedded in the final three sessions. CG participants, in contrast, were instructed to maintain their normal daily activities. Outcome measures including the Senior Fitness Test, the University of California, Los Angeles (UCLA) Loneliness Scale (ULS-8), the Chinese version of the Physical Activity Enjoyment Scale (PACES), the Number Comparison Test (NCT), the Trail Making Test (TMT), and the Short Form-36 (SF-36) Health Survey were used to assess physical, psychological, and cognitive conditions. A repeated-measures ANCOVA was conducted, controlling for baseline values and demographic covariates.
Results:
The results showed that after the 8-week intervention, EG participants had better lower body strength, higher aerobic endurance, higher enjoyment level, and higher cognitive functioning than those in the CG.
Conclusions:
This study provides a theoretical contribution by filling the research gap regarding the beneficial effects of exergaming-based esports in enhancing older adults’ health in Hong Kong. Game designers are encouraged to design game types with competitive and interactive elements for older adults to play, thereby promoting their emotional and cognitive well-being. Clinical Trial: The trial design was registered on the Chinese Clinical Trial Registry (ChiCTR) on 13 November 2024 (TRN: ChiCTR2400092284). This study was retrospectively registered, as registration took place after the first participant was enrolled.
Citation
Request queued. Please wait while the file is being generated. It may take some time.
Copyright
© The authors. All rights reserved. This is a privileged document currently under peer-review/community review (or an accepted/rejected manuscript). Authors have provided JMIR Publications with an exclusive license to publish this preprint on it's website for review and ahead-of-print citation purposes only. While the final peer-reviewed paper may be licensed under a cc-by license on publication, at this stage authors and publisher expressively prohibit redistribution of this draft paper other than for review purposes.