BackgroundRecently, many studies have been conducted to investigate the effects of exergames on the social well-being of older adults.ObjectiveThe aim of this paper is to synthesize existing studies and provide an overall picture on the social effects of exergames on older adults.MethodsA comprehensive literature search with inclusive criteria was conducted in major social science bibliographic databases. The characteristics of exergames, participants, methodology, as well as outcome measurements were extracted from the relevant studies included in the review. The bibliometric and altmetric outreach of the included studies were also investigated.ResultsA total of 10 studies were included in the review, with 8 studies having used the Nintendo Wii platform. Most of the studies recruited healthy older adults from local communities or senior activity centers. Three groups of social-related outcomes have been identified, including emotion-related, behavior-related, and attitude-related outcomes. A metric analysis has shown that the emotion-related and behavior-related outcomes received high attention from both the academic community and social media platforms.ConclusionsOverall, the majority of exergame studies demonstrated promising results for enhanced social well-being, such as reduction of loneliness, increased social connection, and positive attitudes towards others. The paper also provided implications for health care researchers and exergame designers.
This research was supported by the National Research Foundation Singapore under its National Innovation Challenge on Active and Confident Ageing (Award No. MOH/NIC/CAHIG03/2016) and administered by the Singapore Ministry of Health's National Medical Research Council. This research was also supported by the National Research Foundation within the Prime Minister's Office of Singapore, under its Science of Research, Innovation and Enterprise Programme (SRIE Award No. NRF2014-NRF-SRIE001-019). The authors have no relevant conflicts of interest to disclose.
Due to the high perceived risk, it is critical to foster users’ initial trust in the promotion of mobile online health community (MOHC) adoption. The present study focused on the role of two different trust elements and examined the initial trust building process based on elaboration likelihood model and trust transfer theory. The results indicated that initial trust in MOHC context was composed of two interrelated components: health service provider (doctor) and underlying technology (MOHC platform). Especially, the initial trust in MOHC platform exerted greater effects on adopting intention. Both performance-based cue (doctors’ information quality and interaction quality) and transfer-based cue (trust in the offline doctors’ health service) positively shaped the initial trust in doctor. Meanwhile, only the performance-based cue (MOHC platform’s information quality and service quality) has significant positive association with initial trust in MOHC platform. However, interpersonal recommend is insignificantly related to the initial trust in doctor. Trust in the mobile internet service is insignificantly related to the initial trust in MOHC platform.
Background The risk of development of chronic diseases related to poor nutrition increases with age. In the face of an aging population, it is important for health care sectors to find solutions in delivering health services efficiently and effectively to middle-aged and older adults. Objective The aim of this systematic review and meta-analysis was to consolidate the literature that reported the effectiveness of eHealth apps in delivering nutritional interventions for middle-aged and older adults. Methods A literature search from five databases (PubMed, CINAHL, Cochrane, Web of Science, and Global Health) from the past 5 years was performed. Studies were selected for inclusion that used eHealth to deliver nutritional interventions to adults aged 40 years and above, and reported health and behavioral outcomes. Two independent reviewers searched for research articles and assessed the eligibility of studies to be included in the review. A third reviewer resolved disagreements on study inclusion. We also assessed the quality of the included studies using the CONSORT 2010 checklist. Results A total of 70 studies were included for analysis. The study quality ranged from 44% to 85%. The most commonly used eHealth intervention type was mobile apps (22/70, 31%). The majority of studies (62/70, 89%) provided multicomponent health interventions, which aimed to improve nutrition and other health behaviors (eg, exercise, smoking cessation, medication adherence). Meta-analysis results indicated high and significant heterogeneity; hence, conclusions based on these results should be considered with caution. Nonetheless, the results generally showed that eHealth interventions improved anthropometric and clinical outcomes, but not behavioral outcomes such as fruit and vegetable consumption. Conclusions The use of eHealth apps to deliver health interventions has been increasing in recent years, and these apps have the potential to deliver health services to a larger group of people. Our findings showed that the effectiveness of eHealth apps to deliver health interventions for middle-aged to older adults was supported by the improvement of anthropometric and clinical outcomes. Future work could aim to develop research frameworks in administering eHealth interventions to address heterogeneity in this field of research.
Aging has increased the burden of social medical care. Mobile health (mHealth) services provide an effective way to alleviate this pressure. However, the actual usage of mHealth services for elderly users is still very low. The extant studies mainly focused on elderly users’ mHealth adoption behavior, but resistance behavior has not been sufficiently explored by previous research. A present study tried to remedy this research gap by examining the effect of overload factors on the mHealth application resistance behavior based on the stimulus-organism-response (SOR) framework. The results indicated that information overload and system feature overload of an mHealth application increased the fatigue and technostress of the elderly user, which further increased their resistance behavior. Meanwhile, we integrated the intergeneration support with the SOR model to identify the buffer factor of the elderly user’s resistance behavior. The results showed that intergenerational support not only directly decrease the elderly user’s mHealth application resistance behavior, but also moderates (weaken) the effects of fatigue and technostress on resistance behavior. The present study also provided several valuable theoretical and practical implications.
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