Department of Human Development and Family Studies, The Pennsylvania State University, University Park, State College, PA, United States.
Department of Epidemiology, University of Pittsburgh, Pittsburgh, PA, United States.
Front Public Health. 2021 Nov 5;9:751289. doi: 10.3389/fpubh.2021.751289. eCollection 2021.
Several interventions have been developed to enhance social connectedness among older adults. However, little research has demonstrated their performance in a social distancing environment. Exergames are not only beneficial to older adults' physical and cognitive health, but they also allow players to interact with each other at a distance, which can reduce loneliness and increase social connection. The aim of this pilot study was to investigate older adults' perceptions of two commercially available exergames. Twenty healthy community-dwelling older adults (M age = 73.30, SD = 5.95, range = 65-84 years, 80% women) were recruited in this pilot study between July 2019 and February 2020. They were asked to play two exergames for 10 min each on the Xbox One with Kinect console: Just Dance and Kinect Sports Rivals. After gameplay, they provided both quantitative and qualitative feedback on these games. Participants reported an average rating for exergame enjoyment. Greater enjoyment was significantly related with younger age and greater extraversion but not gender. Participants were highly motivated to do well on the games but reported lower scores for likelihood of playing these games in the future. Greater likelihood of future play was associated with younger age but not gender or extraversion. "Not aerobic or strengthen enough; not enough exertion," and "slower movements, repetition, clear purpose of doing the exercise" were some factors that would influence their decision to buy and play these games. The preliminary results of this pilot study suggest that exergames may help address social isolation and loneliness-particularly during times of social distancing. Before applying exergames as a social isolation or loneliness intervention for older adults, study replication in larger representative studies and future work that examines important design issues related to older adults' experiences with these games is needed.
已有多项干预措施被开发出来以增强老年人之间的社会联系。然而,很少有研究证明它们在社交隔离环境下的表现。健身游戏不仅有益于老年人的身心健康,还能让玩家在保持社交距离的情况下进行互动,从而减少孤独感并增进社会联系。本研究旨在调查老年人对两款市售健身游戏的看法。 20 名健康的社区居住老年人(M 年龄=73.30,SD=5.95,范围 65-84 岁,80%为女性)于 2019 年 7 月至 2020 年 2 月期间被招募参与本研究。他们被要求在 Xbox One 与 Kinect 体感设备上各玩 10 分钟的《舞力全开》和《Kinect 运动竞技》两款游戏。游戏后,他们对这些游戏进行了定量和定性反馈。 参与者报告了对健身游戏的平均喜爱程度。更大的喜爱程度与更年轻的年龄和更大的外向性显著相关,但与性别无关。参与者非常有动力在游戏中表现出色,但报告称未来玩这些游戏的可能性较低。未来游戏的可能性与更年轻的年龄有关,但与性别或外向性无关。“不够有氧或强化,运动不够剧烈”和“动作较慢、重复、明确的运动目的”是一些会影响他们购买和玩这些游戏的决定的因素。 本研究初步结果表明,健身游戏可能有助于解决社交孤立和孤独问题——尤其是在社交隔离时期。在将健身游戏应用于老年人的社交隔离或孤独干预措施之前,需要在更大的代表性研究中进行研究复制,并开展未来的工作来检验与老年人使用这些游戏体验相关的重要设计问题。