Proffitt Rachel, Lange Belinda, Chen Christina, Winstein Carolee
Division of Occupational Science and Occupational Therapy, Ostrow School of Dentistry, and the Intitute for Creative Technologies, University of Southern California, Los Angeles, CA.
J Aging Phys Act. 2015 Jan;23(1):24-33. doi: 10.1123/japa.2013-0126. Epub 2013 Dec 11.
The purpose of this study was to explore the subjective experience of older adults interacting with both virtual and real environments. Thirty healthy older adults engaged with real and virtual tasks of similar motor demands: reaching to a target in standing and stepping stance. Immersive tendencies and absorption scales were administered before the session. Game engagement and experience questionnaires were completed after each task, followed by a semistructured interview at the end of the testing session. Data were analyzed respectively using paired t tests and grounded theory methodology. Participants preferred the virtual task over the real task. They also reported an increase in presence and absorption with the virtual task, describing an external focus of attention. Findings will be used to inform future development of appropriate game-based balance training applications that could be embedded in the home or community settings as part of evidence-based fall prevention programs.
本研究的目的是探索老年人在虚拟环境和现实环境中互动的主观体验。30名健康的老年人参与了具有相似运动需求的现实和虚拟任务:在站立和踏步姿势下伸手够目标。在 session 前进行沉浸式倾向和投入量表测试。每个任务完成后填写游戏参与度和体验问卷,测试 session 结束后进行半结构化访谈。分别使用配对 t 检验和扎根理论方法对数据进行分析。参与者更喜欢虚拟任务而非现实任务。他们还报告称,虚拟任务使临场感和投入度增加,描述了一种外部注意力焦点。研究结果将用于为未来基于游戏的适当平衡训练应用的开发提供信息,这些应用可作为循证预防跌倒计划的一部分嵌入家庭或社区环境中。