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了解Wii健身游戏的使用情况:来自辅助生活居民的声音。

Understanding the Wii Exergames Use: Voices from Assisted Living Residents.

作者信息

Chao Ying-Yu, Lucke Kathleen T, Scherer Yvonne K, Montgomery Carolyn A

机构信息

Rutgers, The State University of New Jersey, Newark, NJ, USA.

Elmira College, Elmira, NY, USA.

出版信息

Rehabil Nurs. 2016 Sep;41(5):279-88. doi: 10.1002/rnj.216. Epub 2015 May 14.

Abstract

PURPOSE

The study was to understand the facilitators and barriers to exercise using exergames among assisted living residents, particularly in the area of cognitive, physical, and psychosocial effects.

DESIGN

Self-efficacy theory was incorporated into the design of the Wii Fit exergaming program.

METHOD

Fifteen participants (mean age: 87.07 ± 3.92) received the program twice a week for 4 weeks. Semi-structural individual interview was conducted after the program. Interview responses were analyzed using basic content analysis methods.

FINDINGS

Five themes emerged that facilitated participants? desire to exercise: (1) health and mobility; (2) increased alertness; (3) elevated mindset; (4) social interaction; and (5) structured program. Barriers to engage in exercise included: (1) age- or health-related impairments to exercise; and (2) unpleasant experiences related to exercise.

CONCLUSIONS

An intervention incorporating self-efficacy and Wii exergames did result in the identification of cognitive, physical, and psychosocial benefits and barriers to exercise.

摘要

目的

本研究旨在了解辅助生活居民使用健身游戏进行锻炼的促进因素和障碍,特别是在认知、身体和心理社会影响方面。

设计

自我效能理论被纳入Wii Fit健身游戏计划的设计中。

方法

15名参与者(平均年龄:87.07±3.92)每周接受两次该计划,为期4周。计划结束后进行半结构化个人访谈。使用基本内容分析方法对访谈回复进行分析。

结果

出现了五个促进参与者锻炼意愿的主题:(1)健康和行动能力;(2)警觉性提高;(3)心态提升;(4)社交互动;(5)结构化计划。参与锻炼的障碍包括:(1)与年龄或健康相关的锻炼障碍;(2)与锻炼相关的不愉快经历。

结论

结合自我效能和Wii健身游戏的干预措施确实有助于识别锻炼在认知、身体和心理社会方面的益处和障碍。

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