ArticleJMIR serious games2024
Understanding Senior Adults' Needs, Preferences, and Experiences of Commercial Exergames for Health: Usability Study.
Article in JMIR serious games, 2024. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 11 papers, 1 of them a synthesis that pooled it.
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Who cites it
11 citing papers in PubMed, 1 synthesis or guideline pooled it.
- Meta-analysis of the effects of dance- and movement-based kinesthetic games on cognitive function in older adults with cognitive impairment (CI) under different intervention periods.Aging clinical and experimental research · 2025Pooled it
- Effects of Electronic Sports on Community-Dwelling Older Adults With Mild Cognitive Impairment: A Randomized Controlled Study.Geriatrics & gerontology international · 2026Trial
- Balance Wood, a Bilateral Ankle-Controlled Serious Game for Healthy Adults: 2-Stage Cross-Sectional Development and Usability Study.JMIR serious games · 2026Article
- Effects of Commercial Exergames vs. Traditional Indoor Exercise on Mood in Older Adults: A Randomized Controlled Trial.Healthcare (Basel, Switzerland) · 2026Article
- Online Communication Attitudes and Video Game Co-Play in Older Adults: Cross-Sectional Mediation Study.JMIR aging · 2026Article
- Immersive Tai Chi for Home-Based Exercise in Older Adults: Usability and Feasibility Study.JMIR serious games · 2026Article
- Evaluating the Acceptability of Using Virtual Reality to Promote Physical Activity Among Latino, Latina, and Latine Adults With Cardiometabolic Risk Factors and Obesity in Underresourced Settings: Protocol for a Qualitative Focus Group Study.JMIR research protocols · 2026Article
- Value of Robotics: Comparison of Three Different High-Intensity Training Programs for Rehabilitation After Stroke.Sensors (Basel, Switzerland) · 2025Article
- Effects of Gamification on Performance and Subjective Listening Effort on a Spatial Release From Masking Task.Journal of speech, language, and hearing research : JSLHR · 2025Article
- Home-Based Virtual Reality Training for Enhanced Balance, Strength, and Mobility Among Older Adults With Frailty: Systematic Review and Meta-Analysis.JMIR serious games · 2025Review
- Xbox Kinect Sports vs. Nintendo Switch Sports and Their Effects on Body Composition and Physical Performance in Older Females: A Randomized Controlled Trial.Journal of clinical medicine · 2024Article
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1 author.
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Abstract
backgroundMany senior adults are at risk of mental and physical disorders due to a lack of sufficient exercise. Therefore, adherent exercise should be urgently promoted to improve senior adults' muscle strength, preventing falls and conditions caused by physical and cognitive decline. However, off-the-shelf exercise games, so-called exergames, are mainly targeted at the younger generation or children, while senior adults are neglected, when this age group strongly needs exercise. Exergames could serve as a health intervention for promoting exercise.
objectiveThis study aimed to investigate senior adults' experience, perceptions, and acceptance of game technology to promote exercise in order to suggest game design guidelines.
methodsIn this usability study, participants engaged in playing Nintendo Switch and Xbox Kinect games, after which semistructured interviews were conducted. Before the gameplay, the participants provided their background information, exercise habits, and use of technology products. Next, all participants completed a workshop including 3 activities (brief instructions on how to play the games: 20 minutes; playing the selected exergames: 80 minutes; semistructured interviews: 20 minutes) for 2 hours a day for 3 days each. The participants played the latest Nintendo Switch games (eg, Just Dance, Boxing, Ring Fit Adventure) and Xbox Kinect games (eg, Kinect Adventures!, Mini Games). Just Dance, Zumba, and Boxing were played in activity 1; Ring Fit Adventure and Mini Games in activity 2; and Kinect Adventures! in activity 3. Reflexive thematic analysis was applied to identify the relative themes generated from the interviews.
resultsIn total, 22 participants (mean age 70.4, SD 6.1 years) were enrolled in the workshop in May 2021. The results of the generated themes included incomprehension of game instructions, psychological perception of game technology, and game art preferences. The subthemes generated from game art preferences included favorite game genres, characters, and scenes.
conclusionsThere is a significant need for customized game tutorials considering senior adults' cognitive and physical aging. Furthermore, the adventure game genre is preferable to other games. Humanlike game characters are preferable, especially those with a fit and healthy body shape. Nature scenes are more enjoyable than indoor stages or rooms. Furthermore, the game intensity design and playing time should be carefully planned to meet the World Health Organization's criteria for physical activity in older adults. Intelligent recommendation systems might be helpful to support older adults with various health conditions. The guidelines suggested in this study might be beneficial for game design, exercise training, and game technology adoption of exergames for older adults to improve health.
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