Skjæret Nina, Nawaz Ather, Ystmark Kristine, Dahl Yngve, Helbostad Jorunn L, Svanæs Dag, Vereijken Beatrix
Department of Neuroscience, Faculty of Medicine, Norwegian University of Science and Technology, Trondheim, Norway.
Gerontology. 2015;61(2):186-94. doi: 10.1159/000365755. Epub 2014 Nov 13.
Exergames are increasingly used as an exercise intervention to reduce fall risk in elderly. However, few exergames have been designed specifically for elderly, and we lack knowledge about the characteristics of the movements elicited by exergames and thereby about their potential to train functions important for fall risk reduction.
This study investigates game elements and older players' movement characteristics during stepping exergames in order to inform exergame design for movement quality in the context of fall preventive exercise.
Fourteen senior citizens (mean age 73 years ± 5.7, range 65 - 85) played 3 stepping exergames in a laboratory. Each of the exergames was described with respect to 7 game elements (physical space, sensing hardware technology, game graphics and sound, model of user, avatar/mapping of movements, game mechanism and game narrative). Five movement characteristics (weight shift; variation in step length, speed, and movement direction; visual independency) were scored on a 5-point Likert scale based on video observations of each player and each game. Disagreement between raters was resolved by agreement. Differences in scores for the 3 exergames were analyzed with a multivariate one-way ANOVA.
The Mole received the highest sum score and the best score on each of the 5 movement characteristics (all p values <0.0005). LightRace scored the lowest of the 3 exergames on weight shift and variation in movement direction (both p values <0.0005), while DanceDanceRevolution scored lowest on step length variation and visual independency (p < 0.03 and p < 0.0005, respectively), and lower than The Mole on speed variation (p < 0.05). The physical space players used when exergaming and the on-screen representation of the player, affected movement quality positively as indexed by multiple weight shifts and variation in stepping size, direction, and speed. Furthermore, players' movements improved when playing speed-affected game progression and when the game narrative was related to a natural context.
Comparing differences in game elements with associated differences in game movement requirements provides valuable insights about how to design for movement quality in exergames. This provided important lessons for the design of exergames for fall-preventive exercise in senior citizens and illustrates the value of including analyses of movement characteristics when designing such exergames.
运动游戏越来越多地被用作一种运动干预手段,以降低老年人的跌倒风险。然而,专门为老年人设计的运动游戏很少,而且我们对运动游戏所引发的运动特征缺乏了解,因此也不清楚它们在训练对降低跌倒风险至关重要的功能方面的潜力。
本研究调查了踏步类运动游戏中的游戏元素和老年玩家的运动特征,以便为预防跌倒运动背景下提高运动质量的运动游戏设计提供参考。
14名老年人(平均年龄73岁±5.7,年龄范围65 - 85岁)在实验室中玩了3种踏步类运动游戏。每种运动游戏都从7个游戏元素(物理空间、传感硬件技术、游戏图形和声音、用户模型、角色/动作映射、游戏机制和游戏叙事)方面进行了描述。基于对每个玩家和每种游戏的视频观察,对5种运动特征(体重转移;步长、速度和运动方向的变化;视觉独立性)进行5级李克特量表评分。评分者之间的分歧通过协商解决。对这3种运动游戏的得分差异进行多变量单因素方差分析。
《鼹鼠快跑》获得的总分最高,并且在5种运动特征中的每一项上得分都最高(所有p值<0.0005)。《光速赛跑》在体重转移和运动方向变化方面在这3种运动游戏中得分最低(两个p值均<0.0005),而《跳舞机》在步长变化和视觉独立性方面得分最低(分别为p < 0.03和p < 0.0005),并且在速度变化方面低于《鼹鼠快跑》(p < 0.05)。玩家在玩运动游戏时使用的物理空间以及玩家在屏幕上的表现,通过多次体重转移以及步长、方向和速度的变化所反映,对运动质量有积极影响。此外,当玩受速度影响的游戏进程以及游戏叙事与自然情境相关时,玩家的动作有所改善。
将游戏元素的差异与相关的游戏运动要求差异进行比较,为如何设计提高运动质量的运动游戏提供了有价值的见解。这为老年人预防跌倒运动游戏的设计提供了重要经验,并说明了在设计此类运动游戏时纳入运动特征分析的价值。