Chu Charlene H, Biss Renée K, Cooper Lara, Quan Amanda My Linh, Matulis Henrique
Lawrence S. Bloomberg Faculty of Nursing, University of Toronto, Toronto, ON, Canada.
Institute for Life Course and Aging, University of Toronto, Toronto, ON, Canada.
JMIR Serious Games. 2021 Mar 9;9(1):e22370. doi: 10.2196/22370.
Older adults (OAs) residing in long-term care (LTC) homes are often unable to engage in adequate amounts of physical activity because of multiple comorbidities, including frailty and severe cognitive impairments. This level of physical inactivity is associated with declines in cognitive and functional abilities and can be further compounded by social isolation. Exergaming, defined as a combination of exercise and gaming, has the potential to engage OAs in exercise and encourage social interaction. However, previously used systems such as the Nintendo Wii are no longer commercially available, and the physical design of other exergames is not suitable for OAs (ie, fall risks, accessibility issues, and games geared toward a younger population) with diverse physical and cognitive impairments.
This study aims to design and develop a novel, user-centered, evidence-based exergaming system for use among OAs in LTC homes. In addition, we aim to identify facilitators and barriers to the implementation of our exergaming intervention, the MouvMat, into LTC homes according to staff input.
This study used a user-centered design (UCD) process that consisted of 4 rounds of usability testing. The exergame was developed and finalized based on existing evidence, end user and stakeholder input, and user testing. Semistructured interviews and standardized and validated scales were used iteratively to evaluate the acceptability, usability, and physical activity enjoyment of the MouvMat.
A total of 28 participants, 13 LTC residents, and 15 staff and family members participated in the UCD process for over 18 months to design and develop the novel exergaming intervention, the MouvMat. The iterative use of validated scales (System Usability Scale, 8-item Physical Activity Enjoyment Scale, and modified Treatment Evaluation Inventory) indicated an upward trend in the acceptability, usability, and enjoyment scores of MouvMat over 4 rounds of usability testing, suggesting that identified areas for refinement and improvement were appropriately addressed by the team. A qualitative analysis of semistructured interview data found that residents enjoyed engaging with the prototype and appreciated the opportunity to increase their PA. In addition, staff and stakeholders were drawn to MouvMat's ability to increase residents' autonomous PA. The intended and perceived benefits of MouvMat use, that is, improved physical and cognitive health, were the most common facilitators of its use identified by study participants.
This study was successful in applying UCD to collaborate with LTC residents, despite the high number of physical and sensory impairments that this population experiences. By following a UCD process, an exergaming intervention that meets diverse requirements (ie, hardware design features and motivation) and considers environmental barriers and residents' physical and cognitive needs was developed. The effectiveness of MouvMat in improving physical and cognitive abilities should be explored in future multisite randomized controlled trials.
居住在长期护理(LTC)机构中的老年人(OA)由于多种合并症,包括身体虚弱和严重认知障碍,往往无法进行足够量的体育活动。这种缺乏身体活动的状况与认知和功能能力的下降有关,并且可能因社会隔离而进一步加剧。运动游戏,即运动与游戏的结合,有可能让老年人参与运动并促进社交互动。然而,以前使用的系统,如任天堂Wii,已不再商业化,并且其他运动游戏的物理设计不适合有各种身体和认知障碍的老年人(即跌倒风险、可及性问题以及面向年轻人群的游戏)。
本研究旨在设计和开发一种新颖的、以用户为中心的、基于证据的运动游戏系统,供LTC机构中的老年人使用。此外,我们旨在根据工作人员的意见,确定在LTC机构中实施我们的运动游戏干预措施MouvMat的促进因素和障碍。
本研究采用了以用户为中心的设计(UCD)流程,包括4轮可用性测试。运动游戏是根据现有证据、最终用户和利益相关者的意见以及用户测试开发并最终确定的。半结构化访谈以及标准化和经过验证的量表被反复用于评估MouvMat的可接受性、可用性和运动活动乐趣。
共有28名参与者,13名LTC机构居民以及15名工作人员和家庭成员参与了为期18个月以上的UCD流程,以设计和开发新颖的运动游戏干预措施MouvMat。经过验证的量表(系统可用性量表、8项运动活动乐趣量表和改良的治疗评估量表)的反复使用表明,在4轮可用性测试中,MouvMat的可接受性、可用性和乐趣得分呈上升趋势,这表明团队已适当地解决了确定的改进和完善领域。对半结构化访谈数据的定性分析发现,居民喜欢与原型互动,并赞赏有机会增加他们的身体活动。此外,工作人员和利益相关者被MouvMat增加居民自主身体活动的能力所吸引。使用MouvMat的预期和感知益处,即改善身体和认知健康,是研究参与者确定的其使用的最常见促进因素。
尽管该人群存在大量身体和感官障碍,但本研究成功地应用UCD与LTC机构居民进行了合作。通过遵循UCD流程,开发了一种满足各种要求(即硬件设计特点和动机)并考虑环境障碍以及居民身体和认知需求的运动游戏干预措施。未来应在多中心随机对照试验中探索MouvMat在改善身体和认知能力方面的有效性。