J Cardiovasc Nurs. 2022;37(3):281-288. doi: 10.1097/JCN.0000000000000825.
Few investigators have explored challenges and facilitators to exergaming, essential factors to exergaming adherence, among patients with heart failure.
In this qualitative study, we explored facilitators and challenges using a home-based exergame platform, the Nintendo Wii Sports, in patients with heart failure.
Semistructured face-to-face interviews were conducted in 13 participants given a diagnosis of heart failure (age range, 34-69 years). Participants were asked about their experiences with exergaming. Transcribed interviews were analyzed with content analysis.
The following 4 facilitators were identified: (1) enjoyment and competition motivated gaming, (2) accessibility at home gave freedom and lowered participants' barriers to exercise, (3) physical benefits when decreasing sedentary lifestyle, and (4) psychosocial benefits on stress, mood, and family interactions. Challenges included (1) diminished engagement over time due to boredom playing similar games and (2) frustrations due to game difficulty and lack of improvement.
Exergaming can increase individuals' physical activity because of easy accessibility and the fun and motivating factors the games offer. Participants initially found exergaming enjoyable and challenging. However, engagement diminished over time because of boredom from playing the same games for a period of time. Participants' preferences and capacities, participants' past experiences, and social support must be considered to avoid boredom and frustrations. Future studies are warranted to determine adherence to exergaming among patients with heart failure and, ultimately, increased overall well-being and healthcare delivery in this patient population.
很少有研究人员探索过心力衰竭患者进行健步游戏的挑战和促进因素,这是健步游戏坚持的重要因素。
在这项定性研究中,我们使用基于家庭的健步游戏平台任天堂 Wii Sports 探索了心力衰竭患者进行健步游戏的促进因素和挑战。
对 13 名被诊断为心力衰竭的参与者(年龄 34-69 岁)进行了半结构化的面对面访谈。参与者被问及他们的健步游戏体验。对转录的访谈进行了内容分析。
确定了以下 4 个促进因素:(1)享受和竞争激发了游戏动力;(2)在家中可及性赋予了自由,并降低了参与者锻炼的障碍;(3)减少久坐生活方式时带来的身体益处;(4)在压力、情绪和家庭互动方面的心理益处。挑战包括:(1)由于长时间玩类似的游戏而导致参与度下降;(2)由于游戏难度和缺乏改善而导致的挫败感。
健步游戏可以通过其轻松的可及性以及游戏提供的乐趣和激励因素来增加个人的身体活动。参与者最初发现健步游戏既有趣又具有挑战性。然而,由于一段时间内玩相同游戏而感到厌倦,参与度会逐渐下降。必须考虑参与者的偏好和能力、参与者的过去经验以及社会支持,以避免厌倦和挫败感。需要进一步的研究来确定心力衰竭患者对健步游戏的坚持情况,最终在这一患者群体中提高整体幸福感和医疗保健服务水平。