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ExerG:使用焦点小组和专家访谈,根据老年人的需求调整锻炼游戏训练方案。

ExerG: adapting an exergame training solution to the needs of older adults using focus group and expert interviews.

机构信息

Department of Sport, Exercise and Health, University of Basel, Basel, Switzerland.

Department of Health Sciences, IMC University of Applied Sciences Krems, Krems, Austria.

出版信息

J Neuroeng Rehabil. 2022 Aug 16;19(1):89. doi: 10.1186/s12984-022-01063-x.

Abstract

BACKGROUND

Exergames are playful technology-based exercise programs. They train physical and cognitive functions to preserve independence in older adults (OAs) with disabilities in daily activities and may reduce their risk of falling. This study gathered in-depth knowledge and understanding of three different user groups' experiences in and relevant needs, worries, preferences, and expectations of technology-based training, to develop an exergame training device for OAs.

METHODS

We conducted a qualitative study using semi-structured focus group interviews of primary (OAs in geriatric or neurological rehabilitation) and secondary (health professionals) end users, as well as expert interviews of tertiary end users (health insurance experts or similar), exploring user perspectives on adjusting an existing exergame to OAs' needs. Voice-recorded interviews were transcribed by researchers and analyzed using thematic analysis (TA) following an inductive, data-driven, iterative approach.

RESULTS

We interviewed 24 primary, 18 secondary, and 9 tertiary end users at two rehabilitation centers in Austria and Switzerland. Our TA approach identified five to six themes per user group. Themes in the primary end user group reflected aspects of safety, training goals, individuality, game environment, social interactions, and physical and technical overload. Themes in the secondary end user group comprised facets of meaningfulness, distraction through the game environment, safety, gamification elements, the availability and accessibility of the exergame. Tertiary end users' themes addressed aspects of financial reimbursement, suitable target populations, professional training for the handling of exergame devices, training goals, and concerns about the use of exergames in geriatric rehabilitation.

CONCLUSIONS

In conclusion, an exergame for OAs must be safe, motivating and fully adaptable to the target group while promoting the return to or preservation of autonomy and independence in daily life. Our findings contribute to developing hard- and software extensions for the ExerG training device. Further research is needed to expand the validity of our findings to larger populations.

摘要

背景

外展游戏是一种基于游戏的锻炼计划。它们可以训练身体和认知功能,使残疾老年人(OA)在日常生活中保持独立,并降低他们跌倒的风险。本研究深入了解了三个不同用户群体在基于技术的训练中的体验和相关需求、担忧、偏好和期望,旨在为 OA 开发一种外展游戏训练设备。

方法

我们使用半结构化焦点小组访谈对初级(老年或神经康复中的 OA)和二级(健康专业人员)最终用户,以及三级(健康保险专家或类似人员)最终用户的专家访谈,探索用户对调整现有外展游戏以满足 OA 需求的看法。研究人员对录音采访进行了转录,并使用主题分析(TA)进行了分析,该方法采用了一种归纳式、数据驱动的、迭代方法。

结果

我们在奥地利和瑞士的两个康复中心采访了 24 名初级、18 名二级和 9 名三级最终用户。我们的 TA 方法确定了每个用户群体的五个到六个主题。初级最终用户群体的主题反映了安全性、培训目标、个性化、游戏环境、社交互动以及身体和技术过载等方面。二级最终用户群体的主题包括有意义性、游戏环境的分散注意力、安全性、游戏化元素、外展游戏的可用性和可及性等方面。三级最终用户的主题涉及财务报销、合适的目标人群、外展游戏设备处理的专业培训、培训目标以及对外展游戏在老年康复中的使用的担忧等方面。

结论

总之,OA 的外展游戏必须安全、有激励性且完全适应目标群体,同时促进日常生活中自主性和独立性的恢复或保持。我们的研究结果有助于开发 ExerG 训练设备的硬件和软件扩展。需要进一步研究以扩大我们研究结果在更大人群中的有效性。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/fa8d/9382774/6d8e24b1e689/12984_2022_1063_Fig1_HTML.jpg

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