Åberg Anna Cristina, Halvorsen Kjartan, From Ingrid, Bruhn Åsa Bergman, Oestreicher Lars, Melander-Wikman Anita
School of Education, Health and Social Studies, Dalarna University, SE-79188 Falun, Sweden.
Department of Public Health and Caring Sciences, Division of Geriatrics, Uppsala University, SE-75185 Uppsala, Sweden.
Int J Environ Res Public Health. 2017 May 10;14(5):512. doi: 10.3390/ijerph14050512.
The eBalance project is based on the idea that serious exergames-i.e., computer gaming systems with an interface that requires physical exertion to play-that are well adapted to users, can become a substantial part of a solution to recognized problems of insufficient engagement in fall-prevention exercise and the high levels of fall-related injuries among older people. This project is carried out as a collaboration between eight older people who have an interest in balance training and met the inclusion criteria of independence in personal activities of daily living, access to and basic knowledge of a computer, four staff working with the rehabilitation of older adults, and an interdisciplinary group of six research coordinators covering the areas of geriatric care and rehabilitation, as well as information technology and computer science. This paper describes the study protocol of the project's initial phase which aims to develop a working partnership with potential users of fall-prevention exergames, including its conceptual underpinnings. The qualitative methodology was inspired by an ethnographical approach implying combining methods that allowed the design to evolve through the study based on the participants' reflections. A participatory and appreciative action and reflection (PAAR) approach, accompanied by inquiries inspired by the Normalization Process Theory (NPT) was used in interactive workshops, including exergame testing, and between workshop activities. Data were collected through audio recordings, photos, and different types of written documentation. The findings provide a description of the methodology thus developed and applied. They display a methodology that can be useful for the design and development of care service and innovations for older persons where user participation is in focus.
eBalance项目基于这样一种理念:严肃的健身游戏——即具有需要身体运动才能玩的界面的电脑游戏系统——如果能很好地适应用户,就可以成为解决公认问题的重要组成部分,这些问题包括预防跌倒运动参与不足以及老年人中与跌倒相关的高受伤率。该项目是由八名对平衡训练感兴趣且符合日常生活活动独立、能使用电脑并具备基本电脑知识等纳入标准的老年人、四名从事老年人康复工作的工作人员以及一个由六名研究协调员组成的跨学科团队合作开展的,该跨学科团队涵盖老年护理与康复领域以及信息技术和计算机科学领域。本文描述了该项目初始阶段的研究方案,其旨在与预防跌倒健身游戏的潜在用户建立合作关系,包括其概念基础。定性方法受到人种志方法的启发,这意味着要结合多种方法,使设计能根据参与者的反馈在研究过程中不断演变。在互动研讨会(包括健身游戏测试)以及研讨会活动之间,采用了参与式和欣赏性行动与反思(PAAR)方法,并辅以受常态化过程理论(NPT)启发的调查。数据通过录音、照片和不同类型的书面文件收集而成。研究结果描述了如此开发和应用的方法。它们展示了一种对以用户参与为重点的老年人护理服务和创新的设计与开发有用的方法。