학술논문

Exploring the Influence of Tech Savviness and Physical Activity in Older Adults Playing an Exergame
Document Type
Conference
Source
2022 IEEE 10th International Conference on Serious Games and Applications for Health(SeGAH) Serious Games and Applications for Health(SeGAH), 2022 IEEE 10th International Conference on. :1-8 Aug, 2022
Subject
Communication, Networking and Broadcast Technologies
Components, Circuits, Devices and Systems
Computing and Processing
General Topics for Engineers
Robotics and Control Systems
Signal Processing and Analysis
Training
Performance evaluation
Social networking (online)
Pain
Sociology
Software
Serious games
Movement-based interactive technology
Exergames
Older adults
Tech savviness
Physical Activity
Language
ISSN
2573-3060
Abstract
Exergames are widely being used for various serious purposes such as training balance in older adults. However, despite the potential and growing attention given to such movement-based applications, there is lack of knowledge on how to design such technology for older adults while taking tech savviness and routine physical activity adequately into account. In this regard, the current paper reports on a qualitative case study with 6 healthy older adults. More concretely the study analyzed the older adults' (1) current use of electronic devices (i.e., smart phones and tablets) and software applications (i.e., email, net banking, mobile apps, and social media) (2) routine physical activities, and (3) exergaming competence. Results show that participants' tech savviness and routine physical activity did influence their exergaming performance. Overall, our findings suggest the importance of (1) designing for motivation based on preferences and influencing factors, (2) emphasizing the health benefits of playing the game, and (3) designing and endorsing exergames as a supplementary tool to healthy older adults' existing training regimens.