Bao Huanyu, Pai Sai G S, Singh Navrag B, Pham Ben Tan Phat, Siva Subramaniam Sowmiya Meena, Theng Yin-Leng, Lee Edmund W J
Wee Kim Wee School of Communication and Information, Nanyang Technological University, Singapore.
Future Health Technologies, Singapore-ETH Centre, Campus for Research Excellence and Technological Enterprise (CREATE), Singapore.
Games Health J. 2025 Apr;14(2):119-126. doi: 10.1089/g4h.2023.0241. Epub 2024 Aug 22.
This study assesses the impact of single-player and multiplayer exergaming modes on improving exercise intentions, reduction of fear of falling, and emotional well-being among older adults, primarily from low socioeconomic status (SES) backgrounds-a group often underrepresented in exergame research. We engaged 48 participants, primarily from low-SES communities in Singapore for a 4-week community-based exergaming intervention. Participants were divided into four groups as follows: (1) conventional exercise alone, (2) exergames alone, (3) exergames with a health coach, and (4) exergames with a peer. Using two-way repeated-measures ANOVA, we analyzed the effects of these interventions. The findings revealed that all exergaming modes positively influenced exercise intentions, fear of falling, and emotional well-being to varying extents. Notably, exergaming with a health coach significantly improved participants' exercise intentions and emotional well-being, underscoring the value of expert guidance in motivating and supporting older adults in adopting healthier lifestyles. Exergaming with a peer was most effective in reducing fear of falling, highlighting the importance of social support and peer interaction in addressing physical health concerns among this population. This study emphasizes the potential of tailored exergame interventions incorporating various social interactions to improve health outcomes for older adults, contributing to more inclusive health promotion strategies.
本研究评估了单人及多人运动游戏模式对改善老年人运动意愿、降低跌倒恐惧以及提升情绪健康的影响,这些老年人主要来自社会经济地位较低(SES)的背景——这一群体在运动游戏研究中常常代表性不足。我们招募了48名参与者,主要来自新加坡社会经济地位较低的社区,进行了为期4周的基于社区的运动游戏干预。参与者被分为以下四组:(1)仅进行传统锻炼,(2)仅进行运动游戏,(3)有健康教练指导的运动游戏,(4)与同伴一起进行的运动游戏。我们使用双向重复测量方差分析来分析这些干预措施的效果。研究结果显示,所有运动游戏模式都在不同程度上对运动意愿、跌倒恐惧和情绪健康产生了积极影响。值得注意的是,有健康教练指导的运动游戏显著提高了参与者的运动意愿和情绪健康,凸显了专家指导在激励和支持老年人采用更健康生活方式方面的价值。与同伴一起进行运动游戏在降低跌倒恐惧方面最为有效,突出了社会支持和同伴互动在解决该人群身体健康问题中的重要性。本研究强调了量身定制的运动游戏干预措施结合各种社会互动对改善老年人健康状况的潜力,为更具包容性的健康促进策略做出了贡献。