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Motivational Determinants of Exergame Participation for Older People in Assisted Living Facilities: Mixed-Methods Study.


ABSTRACT: BACKGROUND:Exergames (exercise-based videogames) for delivering strength and balance exercise for older people are growing in popularity with the emergence of new Kinect-based technologies; however, little is known about the factors affecting their uptake and usage by older people. OBJECTIVE:The aim of this study was to determine the factors that may influence the motivation of older people to use exergames to improve their physical function and reduce fall risk. METHODS:Mixed methods were employed in which 14 semistructured interviews were conducted with older people (n=12, aged 59-91 years) from 2 assisted living facilities in the North West of the United Kingdom. The older people participated in a 6-week trial of exergames along with one manager and one physiotherapist; 81 h of observation and Technology Acceptance Model questionnaires were conducted. RESULTS:The findings suggest that the participants were intrinsically motivated to participate in the exergames because of the enjoyment experienced when playing the exergames and perceived improvements in their physical and mental health and social confidence. The social interaction provided in this study was an important extrinsic motivator that increased the intrinsic motivation to adhere to the exergame program. CONCLUSIONS:The findings of this study suggest that exergames may be a promising tool for delivering falls prevention exercises and increasing adherence to exercise in older people. Understanding the motivation of older people to use exergames may assist in the process of implementation.

SUBMITTER: Meekes W 

PROVIDER: S-EPMC5519828 | biostudies-literature | 2017 Jul

REPOSITORIES: biostudies-literature

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Motivational Determinants of Exergame Participation for Older People in Assisted Living Facilities: Mixed-Methods Study.

Meekes Wytske W   Stanmore Emma Kate EK  

Journal of medical Internet research 20170706 7


<h4>Background</h4>Exergames (exercise-based videogames) for delivering strength and balance exercise for older people are growing in popularity with the emergence of new Kinect-based technologies; however, little is known about the factors affecting their uptake and usage by older people.<h4>Objective</h4>The aim of this study was to determine the factors that may influence the motivation of older people to use exergames to improve their physical function and reduce fall risk.<h4>Methods</h4>Mi  ...[more]

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