Evidence map›Paper›PMID 41160722›Full record

ArticleJMIR serious games2025

Age Differences in Flow Experience During Body Movement-Controlled Video Game Rehabilitation Tasks: Cross-Sectional Study.

Shiyi Tong, Lixuan Li, Yuankun Zhang, Weiyan Ren, Fang Pu

Abstract read
In one paragraph

Article in JMIR serious games, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.

0numbers the graph read from it
0cells of the map it votes in
0citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

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.

2 · The registry

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.

3 · Its place in the literature

Who cites it

0 citing papers in PubMed.

No citing paper in PubMed yet.

4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

5 authors.

Shiyi TongSchool of Biological Science and Medical Engineering, Beihang University, 37 Xueyuan Road, Haidian District, Beijing, 100191, China, 86 13521079466.ORCID http://orcid.org/0009-0005-7853-914X
Lixuan LiDepartment of Medical Innovation and Research, Chinese PLA General Hospital, Beijing, China.ORCID http://orcid.org/0009-0007-9041-4272
Yuankun ZhangSchool of Biological Science and Medical Engineering, Beihang University, 37 Xueyuan Road, Haidian District, Beijing, 100191, China, 86 13521079466.ORCID http://orcid.org/0009-0009-3982-8255
Weiyan RenSchool of Engineering Medicine, Beihang University, Beijing, China.ORCID http://orcid.org/0009-0005-0356-8050
Fang PuSchool of Biological Science and Medical Engineering, Beihang University, 37 Xueyuan Road, Haidian District, Beijing, 100191, China, 86 13521079466.ORCID http://orcid.org/0000-0002-1467-006X

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Background: Body movement-controlled video games (BMCVGs) are increasingly adopted in rehabilitation because they combine physical training with interactive engagement. Flow experience, a critical factor for enhancing user engagement and training efficacy, exhibits age-related differences that are essential for designing age-appropriate rehabilitation tasks. However, current BMCVG rehabilitation tasks often overlook these age-related differences in subjective experience, leading to insufficient engagement among older adults. Objective: This study aimed to explore differences in flow experience between younger and older adults when performing the same BMCVG rehabilitation task and to provide empirical evidence for designing personalized and age-appropriate programs. Methods: A total of 40 participants were recruited, including 21 older adults (mean age 63.00, SD 6.64 y; n=10, 48% male participants) and 19 younger adults (mean age 24.68, SD 1.16 y; n=9, 47% male participants). Participants performed the "Space Pop" task in Kinect Adventures, simulating limb coordination training. Flow experience was assessed using the Chinese version of the Flow State Scale-2, which measures 9 dimensions of flow. Group differences were analyzed using the nonparametric Wilcoxon rank-sum tests, and effect sizes (Cohen d) were calculated via bootstrap estimation. Results: Older adults exhibited significantly lower overall flow experience than younger adults (W=339.5; P<.001; Cohen d=1.45; η2=0.37). Significant differences were also found in the dimensions of "challenge-skill balance" (W=339; P<.001); "clear goals" (W=271; P=.04); "sense of control" (W=389.5; P<.001); and "loss of self-consciousness" (W=268; P=.048). The largest effect was observed in the "sense of control" dimension (Cohen d=3.22; η2=0.74), indicating it was the most significantly impacted by age. Other dimensions (eg, concentration and time transformation) showed no significant differences. Conclusions: Age plays a significant role in shaping flow experiences during BMCVG rehabilitation tasks. Older adults' reduced flow may be attributed to declines in cognitive processing speed, motor control, and self-efficacy, which particularly impair their sense of control and goal clarity. Tailoring designs through strategies such as dynamic difficulty adjustment, clearer goal cues, and reduced motor demands is crucial. These adaptations can enhance older adults' sense of control and immersion, promoting active participation and ultimately improving rehabilitation outcomes.

Indexed as

age differencesexergamesflowrehabilitationtask designvideo games

Identifiers

PMID41160722
PMCPMC12571201

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Registered trials

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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.