Ontology highlight
ABSTRACT: Background
There is increasing interest in technology to deliver physical rehabilitation and allow clinicians to monitor progress. Examples include wearable activity trackers and active video games (AVGs), where physical activity is required to play the game. However, few studies have explored what may influence the effectiveness of these as technology-based physical activity interventions in older adults with chronic diseases.Objective
This study aimed to explore: 1) perceptions about wearable physical activity trackers; 2) perceptions about using technology to share physical activity information with clinicians; 3) barriers and motivators to playing games, including AVGs for rehabilitation.Methods
Qualitative study based on semi-structured interviews with older ad
SUBMITTER: Simmich J
PROVIDER: S-EPMC8168030 | biostudies-literature | 2021 Jan-Dec
REPOSITORIES: biostudies-literature