scholarly journals What entices older adults to parks? Identification of park features that encourage park visitation, physical activity, and social interaction

2022 ◽  
Vol 217 ◽  
pp. 104254
Author(s):  
Jenny Veitch ◽  
Kylie Ball ◽  
Elise Rivera ◽  
Venurs Loh ◽  
Benedicte Deforche ◽  
...  
JMIR Aging ◽  
10.2196/12496 ◽  
2019 ◽  
Vol 2 (2) ◽  
pp. e12496 ◽  
Author(s):  
Zakkoyya H Lewis ◽  
Maria C Swartz ◽  
Eloisa Martinez ◽  
Elizabeth J Lyons

Background Physical activity (PA) is critical for maintaining independence and delaying mobility disability in aging adults. However, 27 to 44% of older adults in the United States are meeting the recommended PA level. Activity trackers are proving to be a promising tool to promote PA adherence through activity tracking and enhanced social interaction features. Although social support has been known to be an influential behavior change technique to promote PA, how middle-aged and older adults use the social interaction feature of mobile apps to provide virtual support to promote PA engagement remains mostly underexplored. Objective This study aimed to describe the social support patterns of middle-aged and older adults using a mobile app as part of a behavioral PA intervention. Methods Data from 35 participants (mean age 61.66 [SD 6] years) in a 12-week, home-based activity intervention were used for this secondary mixed method analysis. Participants were provided with a Jawbone Up24 activity monitor and an Apple iPad Mini installed with the UP app to facilitate self-monitoring and social interaction. All participants were given an anonymous account and encouraged to interact with other participants using the app. Social support features included comments and likes. Thematic coding was used to identify the type of social support provided within the UP app and characterize the levels of engagement from users. Participants were categorized as superusers or contributors, and passive participants were categorized as lurkers based on the literature. Results Over the 12-week intervention, participants provided a total of 3153 likes and 1759 comments. Most participants (n=25) were contributors, with 4 categorized as superusers and 6 categorized as lurkers. Comments were coded as emotional support, informational support, instrumental support, self-talk, and other, with emotional support being the most prevalent type. Conclusions Our cohort of middle-aged and older adults was willing to use the social network feature in an activity app to communicate with anonymous peers. Most of our participants were contributors. In addition, the social support provided through the activity app followed social support constructs. In sum, PA apps are a promising tool for delivering virtual social support to enhance PA engagement and have the potential to make a widespread impact on PA promotion. Trial Registration ClinicalTrials.gov NCT01869348; https://clinicaltrials.gov/ct2/show/NCT01869348


2018 ◽  
Author(s):  
Zakkoyya H Lewis ◽  
Maria C Swartz ◽  
Eloisa Martinez ◽  
Elizabeth J Lyons

BACKGROUND Physical activity (PA) is critical for maintaining independence and delaying mobility disability in aging adults. However, 27 to 44% of older adults in the United States are meeting the recommended PA level. Activity trackers are proving to be a promising tool to promote PA adherence through activity tracking and enhanced social interaction features. Although social support has been known to be an influential behavior change technique to promote PA, how middle-aged and older adults use the social interaction feature of mobile apps to provide virtual support to promote PA engagement remains mostly underexplored. OBJECTIVE This study aimed to describe the social support patterns of middle-aged and older adults using a mobile app as part of a behavioral PA intervention. METHODS Data from 35 participants (mean age 61.66 [SD 6] years) in a 12-week, home-based activity intervention were used for this secondary mixed method analysis. Participants were provided with a Jawbone Up24 activity monitor and an Apple iPad Mini installed with the UP app to facilitate self-monitoring and social interaction. All participants were given an anonymous account and encouraged to interact with other participants using the app. Social support features included comments and likes. Thematic coding was used to identify the type of social support provided within the UP app and characterize the levels of engagement from users. Participants were categorized as superusers or contributors, and passive participants were categorized as lurkers based on the literature. RESULTS Over the 12-week intervention, participants provided a total of 3153 likes and 1759 comments. Most participants (n=25) were contributors, with 4 categorized as superusers and 6 categorized as lurkers. Comments were coded as emotional support, informational support, instrumental support, self-talk, and other, with emotional support being the most prevalent type. CONCLUSIONS Our cohort of middle-aged and older adults was willing to use the social network feature in an activity app to communicate with anonymous peers. Most of our participants were contributors. In addition, the social support provided through the activity app followed social support constructs. In sum, PA apps are a promising tool for delivering virtual social support to enhance PA engagement and have the potential to make a widespread impact on PA promotion. CLINICALTRIAL ClinicalTrials.gov NCT01869348; https://clinicaltrials.gov/ct2/show/NCT01869348


2019 ◽  
Vol 6 ◽  
pp. 205566831984444 ◽  
Author(s):  
Luciano HO Santos ◽  
Kazuya Okamoto ◽  
Shusuke Hiragi ◽  
Goshiro Yamamoto ◽  
Osamu Sugiyama ◽  
...  

Introduction Promoting active lifestyles among older adults can bring drastic benefits for their quality of life. The innovative mechanics of pervasive games – that mix real and virtual worlds – can further engage and motivate elderly people into that goal. Using social interaction as a study case, we designed and evaluated the feasibility of a pervasive game to investigate how game design elements can affect the levels of physical activity of older adults. Methods A mobile, location-based pervasive game was developed, and a study with community dwelling elderly volunteers from Kyoto, Japan was performed to evaluate its feasibility as an experiment system. Results Participants reported that the theme and visual style of the game was adequate, and that game rules and goals could be easily understood. The game was considered enjoyably challenging and engaging. Further analysis showed that next iterations of the system must pay special attention to the level of complexity of controls, and that new ways to connect players when there are few people playing or when they are too far apart are necessary. Conclusions The design allowed to test for variations on pervasive mechanics and was effective to engage elderly people, encouraging further investigation.


Author(s):  
Christina N. Harrington ◽  
Kristin J. Hare ◽  
Wendy A. Rogers

Interactive gesture-based video games, or exergames, provide an option for leisure and rehabilitative user engagement. For older adults, these games present a method of engaging in physical activity in the home, providing benefits such as increased physical movement and social interaction, and alleviating barriers of facility access and transportation that often inhibit an individual’s ability to exercise. Despite these benefits, many older adults perceive exergames as challenging, suggesting the need for instructional support for them to successfully use these systems. We followed a design process wherein we leveraged user research to identify design criteria, and then developed a paper-based quick-start guide to aid older adults in performing gestures associated with exergames played on the Xbox 360 with Kinect. Our prototype quick-start guide provides information on getting started, troubleshooting tips, and common gestures depicted through images, diagrams, and text. We discuss the evaluation of various formats of this guide as part of the iterative process to identify a quick-start guide most helpful in supporting gesture performance.


2007 ◽  
Vol 4 (2) ◽  
pp. 167-179 ◽  
Author(s):  
Andrew Mowen ◽  
Elizabeth Orsega-Smith ◽  
Laura Payne ◽  
Barbara Ainsworth ◽  
Geoffrey Godbey

Background:Health scholars purport that park proximity and social support promotes physical activity and health. However, few studies examine the combined contributions of these constructs in shaping physical activity and health.Purpose:In this study, the contributions of environmental and social characteristics in shaping park use, physical activity, and health are examined.Methods:A survey was distributed to 1515 older adults in Cleveland, Ohio. Results: Path analysis indicated that social support was directly related to health. Perceived park walking proximity was related to physical activity and health through park use frequency. Park proximity was directly related to park use duration.Conclusions:Results suggest that environmental and social characteristics contribute to physical activity and health, but perceptions may also be a prerequisite to park use, daily physical activity, and health.


Author(s):  
Chantelle Zimmer ◽  
Meghan H. McDonough ◽  
Jennifer Hewson ◽  
Ann Toohey ◽  
Cari Din ◽  
...  

Little is known about how social participation can be facilitated among older adults in group physical activity and its psychosocial benefits that contribute to successful aging. This study aimed to understand older adults’ experiences with social participation in group physical activity programs. Using interpretive description methodology, 16 observations, eight focus groups, and two interviews with participants unable to attend focus groups were conducted with adults 55 years and older attending programs across four recreation facilities. Group programs were found to influence social participation through (a) a meaningful context for connecting and (b) instructors’ expectations of social interaction. Social participation in these programs addressed psychosocial needs by (c) increasing social contact and interaction, (d) fostering social relationships and belonging, and (e) promoting regular engagement. Training for instructors should include balancing the physical aspects of program delivery with the social, while also considering older adults’ diverse needs and preferences for social interaction.


10.2196/16458 ◽  
2021 ◽  
Vol 9 (1) ◽  
pp. e16458
Author(s):  
Luciano Henrique De Oliveira Santos ◽  
Kazuya Okamoto ◽  
Ryo Otsuki ◽  
Shusuke Hiragi ◽  
Goshiro Yamamoto ◽  
...  

Background Pervasive games aim to create more fun and engaging experiences by mixing elements from the real world into the game world. Because they intermingle with players’ lives and naturally promote more casual gameplay, they could be a powerful strategy to stimulate physical activity among older adults. However, to use these games more effectively, it is necessary to understand how design elements of the game affect player behavior. Objective The aim of this study was to evaluate how the presence of a specific design element, namely social interaction, would affect levels of physical activity. Methods Participants were recruited offline and randomly assigned to control and intervention groups in a single-blind design. Over 4 weeks, two variations of the same pervasive game were compared: with social interaction (intervention group) and with no social interaction (control group). In both versions, players had to walk to physical locations and collect virtual cards, but the social interaction version allowed people to collaborate to obtain more cards. Changes in the weekly step counts were used to evaluate the effect on each group, and the number of places visited was used as an indicator of play activity. Results A total of 20 participants were recruited (no social interaction group, n=10; social interaction group, n=10); 18 participants remained active until the end of the study (no social interaction group, n=9; social interaction group, n=9). Step counts during the first week were used as the baseline level of physical activity (no social interaction group: mean 46,697.2, SE 7905.4; social interaction group: mean 45,967.3, SE 8260.7). For the subsequent weeks, changes to individual baseline values (absolute/proportional) for the no social interaction group were as follows: 1583.3 (SE 3108.3)/4.6% (SE 7.2%) (week 2), 591.5 (SE 2414.5)/2.4% (SE 4.7%) (week 3), and −1041.8 (SE 1992.7)/0.6% (SE 4.4%) (week 4). For the social interaction group, changes to individual baseline values were as follows: 11520.0 (SE 3941.5)/28.0% (SE 8.7%) (week 2), 9567.3 (SE 2631.5)/23.0% (SE 5.1%) (week 3), and 7648.7 (SE 3900.9)/13.9% (SE 8.0%) (week 4). The result of the analysis of the group effect was significant (absolute change: η2=0.31, P=.04; proportional change: η2=0.30, P=.03). Correlations between both absolute and proportional change and the play activity were significant (absolute change: r=0.59, 95% CI 0.32 to 0.77; proportional change: r=0.39, 95% CI 0.08 to 0.64). Conclusions The presence of social interaction design elements in pervasive games appears to have a positive effect on levels of physical activity. Trial Registration Japan Medical Association Clinical Trial Registration Number JMA-IIA00314; https://tinyurl.com/y5nh6ylr (Archived by WebCite at http://www.webcitation.org/761a6MVAy)


10.2196/13962 ◽  
2019 ◽  
Vol 7 (3) ◽  
pp. e13962 ◽  
Author(s):  
Luciano Henrique De Oliveira Santos ◽  
Kazuya Okamoto ◽  
Silvana Schwerz Funghetto ◽  
Adriana Schüler Cavalli ◽  
Shusuke Hiragi ◽  
...  

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