ArticleGerontechnology : international journal on the fundamental aspects of technology to serve the ageing society2017
Understanding older adults' perceptions of and attitudes towards exergames.
Article in Gerontechnology : international journal on the fundamental aspects of technology to serve the ageing society, 2017. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 12 papers.
What it found
Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.
The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
The trial behind it
Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.
Who cites it
12 citing papers in PubMed, 29 citations in OpenAlex.
- Enhancing cognition in older adults with interactive wall exergames.Scientific reports · 2025Trial
- Recruitment and retention of older adults in Assisted Living Facilities to a clinical trial using technology for falls prevention: A qualitative case study of barriers and facilitators.Health & social care in the community · 2021Trial
- Physical and Physiological Characterization of Custom-Made Virtual Reality Exergames: A Pilot Study.Sports (Basel, Switzerland) · 2025Article
- Exergaming to Increase Physical Activity in Older Adults: Feasibility and Practical Implications.Current heart failure reports · 2024Review
- Older Adults and Three-Dimensional Exergaming: Motivators and Barriers to Participation and Retention.Games for health journal · 2023Article
- Digital Engagement of Older Adults: Scoping Review.Journal of medical Internet research · 2022Article
- ExerG: adapting an exergame training solution to the needs of older adults using focus group and expert interviews.Journal of neuroengineering and rehabilitation · 2022Article
- "It's Kind of Like Code-Switching": Black Older Adults' Experiences with a Voice Assistant for Health Information Seeking.Proceedings of the SIGCHI conference on human factors in computing systems. CHI Conference · 2022Article
- Older Adults' and Clinicians' Perspectives on a Smart Health Platform for the Aging Population: Design and Evaluation Study.JMIR aging · 2022Article
- Effects of exergames on mood and cognition in healthy older adults: A randomized pilot study.Frontiers in psychology · 2022Article
- Feasibility and Enjoyment of Exercise Video Games in Older Adults.Frontiers in public health · 2021Article
- Exploring Older Adults' Video Game Use in the PRISM Computer System.Innovation in aging · 2018Article
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
5 authors at 2 institutions in 1 country.
Funding
Abstract
purposeMaintaining physical activity is a key component of successful aging and has benefits for both physical and cognitive functioning in the older adult population. One promising method for engaging in physical activity is through exergames, which are video games designed to promote exercise. Exergames have the potential to be used by a wide range of people, including older adults, in a variety of settings, such as at home, in community living environments, or senior centers. However, exergames have not been designed for older adults (e.g., with respect to their attitudes, needs). Thus, older adults may not adopt these systems if they perceive them as not useful or relevant to them.
methodTwenty older adults (aged 60-79) interacted with two exergames, and were then interviewed about their perceptions of the system's ease of use and usefulness, as well as their general attitudes towards the system.
resultsParticipants identified the potential for exergames' usefulness for various goals, such as to increase their physical activity. However, they also reported negative attitudes concerning the system, including perceiving barriers to system use. Overall, participants said they would use the system in the future and recommend it to other people at their age for improving health, despite these use challenges.
conclusionThe older adults were open to adopting exergames, which could provide opportunities to increase physical activity. Given the participants' overall positive perceptions of the usefulness of exergames, designers must address the perceived challenges of using these systems. Understanding barriers and facilitators for older adults' use of exergames can guide design, training, and adoption of these systems.
Indexed as
Identifiers
What OpenQuestion holds
Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.