Béraud-Peigné Néva, Perrot Alexandra, Maillot Pauline
Université Paris Saclay, Complexité, Innovation et Activités Motrices et Sportives, 335, rue Pierre de Coubertin, Bures-sur-Yvette, 91440, France.
Université Paris Cité, Institut des Sciences du Sport-Santé de Paris, Paris, France.
JMIR Serious Games. 2025 May 26;13:e67314. doi: 10.2196/67314.
Given the appeal of active video games (AVG), many tools are now being used for combined training in older adults. However, there is a lack of comparative data to determine which type of AVG is better suited to older adults.
The purpose of this study was to compare user experience (UX), workload, pleasure, and intensity of three different experiences: (1) an Immersive and Interactive Wall Exergame (I2WE), (2) a consumer device (SWITCH), and (3) a combination of video games and physical stimulation (biking and videogaming, BIKE-VG) for older adults. I2WE and SWITCH are categorized as Moving While Thinking training, meaning that the cognitive task is integrated into the motor or physical task. In contrast, BIKE-VG is categorized as Thinking While Moving training, where the cognitive and motor or physical tasks are not interconnected. The nature of the cognitive, physical, and motor combinations also differentiates them. I2WE is multi-domain training, while BIKE-VG is physical-cognitive training, and SWITCH is motor-cognitive training.
A total of 90 older adults (mean [SD] 69.49 [5.78]) were divided into 3 groups (I2WE, SWITCH, and BIKE-VG). Each participant completed a 45-minute group session and then filled out questionnaires to evaluate UX, workload, pleasure, and intensity.
The UX was positive for I2WE and SWITCH, and neutral for BIKE-VG. It was higher for I2WE than for BIKE-VG (t87=2.83; P=.02; d=0.70; 95% CI 0.15-1.69). The workload was moderate across all 3 groups. The intensity was moderate for all groups, ranging between 50% and 70% of the maximum heart rate, and approached high intensity for the I2WE and SWITCH groups. It was significantly higher for I2WE than for BIKE-VG (t66= 2.86; P=.01; d=0.70; 95% CI 1.04-11.43). The perceived pleasure was significantly higher for I2WE (t87=3.63; P=.001; d=0.9;95% CI 2.74-13.23) and SWITCH (t87=3.11; P=.01; d=0.87; 95% CI 1.82-13.69) compared with BIKE-VG.
The UX and perceived enjoyment are higher for the Moving While Thinking training compared with the Thinking While Moving training. This indicates that the I2WE and SWITCH training approaches are promising and motivating options for combined training for older adults.
鉴于主动式电子游戏(AVG)的吸引力,现在许多工具被用于老年人的综合训练。然而,缺乏比较数据来确定哪种类型的AVG更适合老年人。
本研究的目的是比较三种不同体验的用户体验(UX)、工作量、愉悦感和强度:(1)沉浸式互动墙面健身游戏(I2WE),(2)消费设备(SWITCH),以及(3)视频游戏与身体刺激相结合(骑自行车与视频游戏,BIKE-VG)对老年人的影响。I2WE和SWITCH被归类为边思考边运动训练,这意味着认知任务被整合到运动或身体任务中。相比之下,BIKE-VG被归类为边运动边思考训练,其中认知任务和运动或身体任务没有相互联系。认知、身体和运动组合的性质也使它们有所区别。I2WE是多领域训练,而BIKE-VG是身体-认知训练,SWITCH是运动-认知训练。
总共90名老年人(平均[标准差]69.49[5.78])被分为3组(I2WE、SWITCH和BIKE-VG)。每位参与者完成了一次45分钟的小组课程,然后填写问卷以评估用户体验、工作量、愉悦感和强度。
I2WE和SWITCH的用户体验为积极,而BIKE-VG为中性。I2WE的用户体验高于BIKE-VG(t87=2.83;P=.02;d=0.70;95%CI 0.15-1.69)。所有3组的工作量均适中。所有组的强度均适中,介于最大心率的50%至70%之间,I2WE组和SWITCH组接近高强度。I2WE的强度显著高于BIKE-VG(t66=2.86;P=.01;d=0.70;95%CI 1.04-11.43)。与BIKE-VG相比,I2WE(t87=3.63;P=.001;d=0.9;95%CI 2.74-13.23)和SWITCH(t87=3.11;P=.01;d=0.87;95%CI 1.82-13.69)的感知愉悦感显著更高。
与边运动边思考训练相比,边思考边运动训练的用户体验和感知愉悦感更高。这表明I2WE和SWITCH训练方法是老年人综合训练中有前景且有激励作用的选择。