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本文引用的文献

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Digital health equity frameworks and key concepts: a scoping review.数字健康公平框架与关键概念:一项范围综述
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The untapped potential of Games for Health in times of crises. A critical reflection.游戏在健康领域的潜力尚未被挖掘——危机时刻的批判性反思。
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Co-creation, co-design, co-production for public health - a perspective on definition and distinctions.共同创造、共同设计、共同生产促进公共卫生-对定义和区别的看法。
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Co-Produce, Co-Design, Co-Create, or Co-Construct-Who Does It and How Is It Done in Chronic Disease Prevention? A Scoping Review.共同生产、共同设计、共同创造或共同构建——谁来做以及如何在慢性病预防中实施?一项范围综述
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Digital health promotion: promise and peril.数字健康促进:前景与风险。
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老年人健康促进数字创新的参与式发展:关于个体、背景和技术因素的定性见解

Participatory Development of Digital Innovations for Health Promotion Among Older Adults: Qualitative Insights on Individual, Contextual, and Technical Factors.

作者信息

Rießenberger Katja A, Povse Karina, Fischer Florian

机构信息

Bavarian Research Center for Digital Health and Social Care, Kempten University of Applied Sciences, 87437 Kempten, Germany.

出版信息

Int J Environ Res Public Health. 2025 Aug 21;22(8):1311. doi: 10.3390/ijerph22081311.

DOI:10.3390/ijerph22081311
PMID:40869896
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC12386201/
Abstract

Location-based games offer innovative approaches for health promotion among older adults, but their effectiveness depends on understanding complex contextual factors beyond technological design. In our study, we aimed to adapt a location-based game in the form of a smartphone application which originally targeted younger people. We employed ethnographic observations in a field test under real-world conditions for identifying the needs and preferences of older adults in this regard. Field notes of one co-creative workshop were analyzed using thematic analysis. Four key contextual factor categories emerged that significantly influenced user engagement: (1) temporal/spatial factors including weather conditions, topography, and traffic safety that impacted screen visibility and cognitive function; (2) virtual-physical orientation challenges requiring high cognitive load to transfer abstract digital maps to real environments; (3) individual factors such as technical competence, mobility levels, and prior accessibility experiences that shaped usage patterns; and (4) social dynamics that provided motivation and peer support while potentially creating exclusionary practices. Successful digital health innovations for older adults require a socio-technical systems approach that addresses environmental conditions, reduces cognitive transfer demands between virtual and physical navigation, leverages social elements while preventing exclusion, and accounts for heterogeneity among older adults as contextually interactive factors rather than merely individual differences.

摘要

基于位置的游戏为促进老年人健康提供了创新方法,但其有效性取决于对技术设计之外复杂背景因素的理解。在我们的研究中,我们旨在改编一款最初面向年轻人的智能手机应用形式的基于位置的游戏。我们在实际条件下的实地测试中采用人种学观察法,以确定老年人在这方面的需求和偏好。使用主题分析法对一个共创研讨会的实地记录进行了分析。出现了四个显著影响用户参与度的关键背景因素类别:(1)时间/空间因素,包括影响屏幕可见性和认知功能的天气状况、地形和交通安全;(2)虚拟-物理定向挑战,需要较高认知负荷才能将抽象数字地图转换为真实环境;(3)个人因素,如技术能力、行动能力水平和先前的可达性体验,这些因素塑造了使用模式;(4)社会动态,它提供了动机和同伴支持,同时可能产生排他性做法。针对老年人的成功数字健康创新需要一种社会技术系统方法,该方法要解决环境条件问题,减少虚拟与物理导航之间的认知转换需求,利用社会元素同时防止排他性,并将老年人之间的异质性作为情境交互因素而非仅仅作为个体差异来考虑。