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专为老年人设计的运动游戏:心理社会健康的初步评估。

Exergames Designed for Older Adults: A Pilot Evaluation on Psychosocial Well-Being.

机构信息

1 Centre for Healthy and Sustainable Cities, Wee Kim Wee School of Communication and Information, Nanyang Technological University , Singapore, Singapore .

2 Ministry of Social and Family Development , Singapore, Singapore .

出版信息

Games Health J. 2017 Dec;6(6):371-378. doi: 10.1089/g4h.2017.0072. Epub 2017 Nov 13.

Abstract

OBJECTIVE

Exergames are increasingly been used in the primary healthcare domain for older adults who are 65 years and above. However, most of the exergames on current market are not designed for the aging population. The current study introduced five new exergames developed for elderly and evaluated their benefits.

METHODS

Five new exergames were developed by researchers from Finland, Singapore, and Japan, in which the game topics, difficulties, and user interface were designed particularly for older adults. A between-group pilot study was further conducted to evaluate their psychosocial effects by comparing to traditional exercise and care-as-usual program, with a sample of 30 community-dwelling older adults in Singapore.

RESULTS

Results showed that exergame group had significantly higher exercise enjoyment over other two groups. Exergame group has lower self-efficacy than other two groups, although it was not statistically significant. Significant subgroup difference was detected in neither life satisfaction nor loneliness across the three groups.

CONCLUSION

The study highlighted the effect of fun and entertainment elements on the psychosocial effect of exergames and called for simpler interactive systems and easier exergame tasks for the older adults.

摘要

目的

越来越多的健步游戏被应用于 65 岁及以上的老年人的初级保健领域。然而,目前市场上的大多数健步游戏并不是为老年人群体设计的。本研究引入了 5 种新的专为老年人设计的健步游戏,并评估了它们的益处。

方法

芬兰、新加坡和日本的研究人员开发了 5 种新的健步游戏,其中游戏主题、难度和用户界面都是专门为老年人设计的。进一步进行了一项分组间试点研究,通过与传统运动和常规护理方案进行比较,评估了它们对 30 名新加坡社区居住的老年人的心理社会影响。

结果

结果表明,健步游戏组的运动享受显著高于其他两组。健步游戏组的自我效能感低于其他两组,但差异无统计学意义。三组之间的生活满意度和孤独感均无显著亚组差异。

结论

本研究强调了乐趣和娱乐元素对健步游戏心理社会效果的影响,并呼吁为老年人设计更简单的交互系统和更简单的健步游戏任务。

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