Pistritto Sarah C, Hogue Andrew, Elgazzar Sara, Lally Pritika, Sun Winnie
Faculty of Health Sciences, Ontario Tech University, Oshawa, CAN.
Faculty of Business and Information Technology - Game Development and Interactive Media, Ontario Tech University, Oshawa, CAN.
Cureus. 2025 May 5;17(5):e83502. doi: 10.7759/cureus.83502. eCollection 2025 May.
Exergames have emerged as promising tools for enhancing physical and cognitive engagement among various populations. However, standard commercial exergames often follow a "one-size-fits-all" approach, which may not be effective in addressing the unique needs of clinical populations such as individuals with dementia and late-life depression (LLD). This paper explores the challenges and insights gained from tailoring exergames specifically for these groups. By detailing the design and development process, we highlight key lessons learned, including the importance of customizing game mechanics, user interfaces, and feedback systems to align with the cognitive and physical capabilities of these individuals. This paper further proposes design considerations and best practices for future research, aiming to maximize therapeutic outcomes, user engagement, and overall feasibility of exergame interventions.
健身游戏已成为增强不同人群身体和认知参与度的有前景的工具。然而,标准的商业健身游戏通常采用“一刀切”的方法,这可能无法有效满足临床人群(如痴呆症患者和老年抑郁症患者)的独特需求。本文探讨了专门为这些群体定制健身游戏所面临的挑战和获得的见解。通过详细介绍设计和开发过程,我们强调了关键经验教训,包括根据这些个体的认知和身体能力定制游戏机制、用户界面和反馈系统的重要性。本文还为未来研究提出了设计考虑因素和最佳实践,旨在最大限度地提高健身游戏干预的治疗效果、用户参与度和整体可行性。