2015
DOI: 10.2196/games.4275
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Exposure to “Exergames” Increases Older Adults’ Perception of the Usefulness of Technology for Improving Health and Physical Activity: A Pilot Study

Abstract: BackgroundHigh rates of sedentary behaviors in older adults can lead to poor health outcomes. However, new technologies, namely exercise-based videogames (“exergames”), may provide ways of stimulating uptake and ongoing participation in physical activities. Older adults’ perceptions of the use of technology to improve health are not known.ObjectiveThe study aimed to determine use and perceptions of technology before and after using a 5-week exergame.MethodsFocus groups determined habitual use of technology and… Show more

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Cited by 54 publications
(37 citation statements)
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References 35 publications
(37 reference statements)
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“…Many studies show self-efficacy to be important for increasing physical activity [29,39,44,45]. However, previous research has failed to provide more realistic accounts of how the gamification of health behavior would attract and change the behaviors of people with problematic health behaviors in the perspective of playing a game [13][14][15][16][17][18][19][20]. If the purpose is not for exercise, but to enjoy a game, people's physical activity will increase despite a lack of intention.…”
Section: Discussionmentioning
confidence: 99%
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“…Many studies show self-efficacy to be important for increasing physical activity [29,39,44,45]. However, previous research has failed to provide more realistic accounts of how the gamification of health behavior would attract and change the behaviors of people with problematic health behaviors in the perspective of playing a game [13][14][15][16][17][18][19][20]. If the purpose is not for exercise, but to enjoy a game, people's physical activity will increase despite a lack of intention.…”
Section: Discussionmentioning
confidence: 99%
“…Although these studies suggest that the main motivation for using these applications is the desire to improve one's studies suggest that the main motivation for using these applications is the desire to improve one's health [13][14][15][16][17][18][19][20], it seems unrealistic that people who are not inclined to exercise and improve their health would actually use these applications or benefit from them in the way described in these studies. Moreover, some studies show that the app intervention does not have a significant effect on increasing the intensity level of physical activity [13,21].…”
Section: Introductionmentioning
confidence: 99%
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“…It has been established in several studies that seniors enjoy playing exergames and they believe exergames can assist in maintaining physical activity [7-12]. Despite the fact that balance and rehabilitation of seniors can be maintained and improved through exergames [2,3,7,8,13-16], not many are designed for this age group [11,17,18].…”
Section: Introductionmentioning
confidence: 99%