School of Public Health, The University of Hong Kong, Pokfulam, Hong Kong SAR, China.
School of Nursing, The University of Hong Kong, Pokfulam, Hong Kong SAR, China.
Front Public Health. 2022 Sep 23;10:923271. doi: 10.3389/fpubh.2022.923271. eCollection 2022.
The acceleration of population aging calls for simple and effective interventions catered for older people. Gerontechnology, the combination of gerontology and technology, can promote quality of life in older adults. However, public health-related events incorporating information communication technology (ICT) for older people have seldom been evaluated.
We reported the development and evaluation of two simple and brief digital health promotion games hosted at the annual Hong Kong Gerontech and Innovation Expo cum Summit (GIES) in 2018 and 2019 to promote well-being.
Two game booths (Dinosaur Augmented Reality photo-taking in 2018, Sit-and-Stand fitness challenge in 2019) were designed by our interdisciplinary team. Four gaming technologies were employed: augmented reality, chroma key (green screen), motion detection and 3D modeling. Immediately after the game, we administered a brief questionnaire survey to assess participant satisfaction, happiness and perceived benefits, and collected qualitative data through observations and informal interviews.
Majority of 1,186 and 729 game booth participants in 2018 and 2019, respectively, were female (73.4% and 64.7%) and older adults (65.5 and 65.2%). Overall satisfaction toward the game booths was high (4.64 ± 0.60 and 4.54 ± 0.68 out of 5), with females and older adults reporting higher scores. Average personal and family happiness of participants in 2018 were 8.2 and 8.0 (out of 10). 90.3 and 18.4% of participants in 2019 chose one or more personal (e.g. enhance healthy living habits 62.4%, enhance personal happiness 61.6%) and family (e.g. enhance family happiness 15.6%, improve family relationships 10.8%) benefits of the game booth, respectively. Participants showed enthusiasm toward the technologies, and pride in their physical abilities in the fitness challenge.
Our report on the development and evaluation of brief game interventions with ICT showed high satisfaction and immediate perceived benefits in community participants. Females and older adults reported higher satisfaction. Simple tools measuring happiness and perceived benefits showed positive results. Older adults were receptive and enthusiastic about the new technologies. Our findings can inform researchers and organizers of similar events. More research on simple and enjoyable ICT interventions is needed to attract older adults and promote their well-being.
The research protocol was registered at the National Institutes of Health (Identifier number: NCT03960372) on May 23, 2019.
人口老龄化的加速呼吁为老年人提供简单有效的干预措施。老年技术学是老年学和技术的结合,可以促进老年人的生活质量。然而,很少有针对老年人的公共卫生相关事件结合信息通信技术(ICT)进行评估。
我们报告了 2018 年和 2019 年在香港老年技术与创新博览会暨峰会(GIES)年度会议上开发和评估的两个简单而简短的数字健康促进游戏,以促进幸福感。
我们的跨学科团队设计了两个游戏展位(2018 年的恐龙增强现实摄影,2019 年的坐站健身挑战)。使用了四种游戏技术:增强现实、色度键(绿屏)、运动检测和 3D 建模。游戏结束后,我们立即对参与者进行了简短的问卷调查,以评估他们的满意度、幸福感和感知收益,并通过观察和非正式访谈收集定性数据。
2018 年和 2019 年游戏展位的参与者中,大多数是女性(73.4%和 64.7%)和老年人(65.5%和 65.2%)。对游戏展位的总体满意度很高(5 分制中分别为 4.64±0.60 和 4.54±0.68),女性和老年人的得分更高。2018 年参与者的个人和家庭平均幸福感为 8.2 和 8.0(满分 10 分)。2019 年,90.3%和 18.4%的参与者选择了一个或多个个人(例如,增强健康生活习惯 62.4%,增强个人幸福感 61.6%)和家庭(例如,增强家庭幸福感 15.6%,改善家庭关系 10.8%)的游戏展位收益。参与者对技术表现出热情,并为健身挑战中的身体能力感到自豪。
我们对具有 ICT 的简短游戏干预措施的开发和评估报告显示,社区参与者的满意度和即时感知收益较高。女性和老年人的满意度更高。简单的幸福感和感知收益测量工具显示出积极的结果。老年人对新技术持接受和热情的态度。我们的发现可以为类似活动的研究人员和组织者提供信息。需要更多针对简单且令人愉快的 ICT 干预措施的研究来吸引老年人并促进他们的幸福感。
研究方案于 2019 年 5 月 23 日在国立卫生研究院(标识符号:NCT03960372)注册。