ArticleJournal of neuroengineering and rehabilitation2022
ExerG: adapting an exergame training solution to the needs of older adults using focus group and expert interviews.
Article in Journal of neuroengineering and rehabilitation, 2022. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 13 papers, 1 of them a synthesis that pooled it.
What it found
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Who cites it
13 citing papers in PubMed, 1 synthesis or guideline pooled it, 31 citations in OpenAlex.
- Digital interactive experience- and game-based fall interventions for community-dwelling healthy older adults: a cross-disciplinary systematic review.Frontiers in public health · 2024Pooled it
- Exploring Mixed-Reality Exergames for Sports Rehabilitation: Design Insights and Evaluation Findings.JMIR serious games · 2025Article
- Technology-Assisted Physical Activity Interventions for Older People in Their Home-Based Environment: Scoping Review.JMIR aging · 2025Article
- Effectiveness of Exergames on Functional Physical Performance in Older Adults with Knee/Hip Osteoarthritis: A Randomized Controlled Trial.Journal of clinical medicine · 2025Article
- Exergame (ExerG)-Based Physical-Cognitive Training for Rehabilitation in Adults With Motor and Balance Impairments: Usability Study.JMIR serious games · 2025Article
- Validating Questionnaires for Lower Limb Rehabilitation Systems and Devices: A Scoping Review.Sports (Basel, Switzerland) · 2025Review
- Effectiveness, enjoyment, and meaningfulness of a virtual reality gait-based fall prevention exergame in community-dwelling healthy older adults: an interdisciplinary pilot study.Frontiers in psychology · 2025Article
- ExerG - an exergame-based training device for the rehabilitation of older adults: a functional model usability study.BMC geriatrics · 2024Article
- Identifying data elements and key features to design a telerehabilitation system for speech and language disorders in children with hearing impairments in Iran: A cross-sectional study.Health science reports · 2024Article
- Exergaming to Increase Physical Activity in Older Adults: Feasibility and Practical Implications.Current heart failure reports · 2024Review
- Article
- Older Adults and Three-Dimensional Exergaming: Motivators and Barriers to Participation and Retention.Games for health journal · 2023Article
- Virtual Programming for Physical Activity Interventions: Integration of Behavioral Components.American journal of lifestyle medicineArticle
Corrections and comments
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Authors and funding
17 authors at 9 institutions in 4 countries.
Funding
Abstract
backgroundExergames are playful technology-based exercise programs. They train physical and cognitive functions to preserve independence in older adults (OAs) with disabilities in daily activities and may reduce their risk of falling. This study gathered in-depth knowledge and understanding of three different user groups' experiences in and relevant needs, worries, preferences, and expectations of technology-based training, to develop an exergame training device for OAs.
methodsWe conducted a qualitative study using semi-structured focus group interviews of primary (OAs in geriatric or neurological rehabilitation) and secondary (health professionals) end users, as well as expert interviews of tertiary end users (health insurance experts or similar), exploring user perspectives on adjusting an existing exergame to OAs' needs. Voice-recorded interviews were transcribed by researchers and analyzed using thematic analysis (TA) following an inductive, data-driven, iterative approach.
resultsWe interviewed 24 primary, 18 secondary, and 9 tertiary end users at two rehabilitation centers in Austria and Switzerland. Our TA approach identified five to six themes per user group. Themes in the primary end user group reflected aspects of safety, training goals, individuality, game environment, social interactions, and physical and technical overload. Themes in the secondary end user group comprised facets of meaningfulness, distraction through the game environment, safety, gamification elements, the availability and accessibility of the exergame. Tertiary end users' themes addressed aspects of financial reimbursement, suitable target populations, professional training for the handling of exergame devices, training goals, and concerns about the use of exergames in geriatric rehabilitation.
conclusionsIn conclusion, an exergame for OAs must be safe, motivating and fully adaptable to the target group while promoting the return to or preservation of autonomy and independence in daily life. Our findings contribute to developing hard- and software extensions for the ExerG training device. Further research is needed to expand the validity of our findings to larger populations.
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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.