scholarly journals Exploring the Motivators and Barriers of Older Adults Participating in an Interactive Exergame Intervention

2020 ◽  
Vol 4 (Supplement_1) ◽  
pp. 402-402
Author(s):  
Breanna Crane ◽  
Brittany Drazich ◽  
Kyle Moored ◽  
Michelle Carlson

Abstract Cognitive and physical activity are important to maintaining daily functioning in older adults. While bidirectional associations between cognitive and physical activity magnify with increasing age, elucidating shared benefits has been difficult as few interventions explicitly train on cognition and mobility simultaneously. We conducted focus groups among 14 older adults residing in an independent-living center who participated in an interactive video game study called Bandit the Dolphin, where participants simultaneously incorporated cognitive exercise and physical activity while navigating within a complex spatial environment to help Bandit jump, eat fish, and stun sharks. Using ‘sneaky exercise’ tactics, participants utilized upper extremities in conjunction with slight lower extremity movement to move Bandit within a 3-D oceanic environment. We conducted 3 semi-structured focus groups and analyzed the data using the “Sort and Sift, Think and Shift” method to assess general likes and dislikes as well as the primary motivators, barriers, and reasons for remaining in the study. Participants enjoyed the immersive nature, challenge, and “fun factor” of the game. Primary motivators for joining were generativity/helping others, self-improvement, from peer referrals, and because the study looked interesting. Key barriers reported in the study were exhaustion from standing, learning how to play in 3-D space, and frustration from lack of level advancement. Reasons for retention were due to the game being fun, a sense of duty, and fulfilling commitments. This information will guide ongoing research efforts to design interactive video game interventions that are enjoyable for older adults and maintain high retention rates.

2017 ◽  
Vol 64 (10) ◽  
pp. 1073-1074 ◽  
Author(s):  
Samuel Rodriguez ◽  
Jeremy H. Tsui ◽  
Samuel Y. Jiang ◽  
Thomas J. Caruso

2020 ◽  
Author(s):  
Bailey Brashears ◽  
John Paul Minda

This study intended to investigate the effects of varying factors on the use of verbal and implicit classification systems when learning novel categories in an interactive video game environment by measuring the effects of feature type (easy vs difficult to describe verbally). Verbal and implicit classification were operationalized by measuring rule-based and family resemblance strategy use respectively. This experiment found that participants presented with stimuli that were easy to describe verbally were more likely to use rule- based classification, while participants presented with stimuli that were difficult to describe verbally showed no preference for one form of classification. The results of this study open up a novel field of research within category learning, further exploring the effects of feature verbalizablity.


Author(s):  
Christopher Michael Yap ◽  
Youki Kadobayashi ◽  
Suguru Yamaguchi

The concept of emergence exists in many fields such as Philosophy, Information Science, and Biology. With respect to the modern video game, emergence can potentially manifest as emergent narrative and/or gameplay. In this paper, the authors engage in a critical discussion about what it means for an interactive video game to have emergence. The authors frame the discussion of emergence as a close critical look at the games Papers, Please and Gone Home. From these analyses, the authors propose a concept of “Player-side emergence in games,” in which emergence in the form of narrative is expressible and observable in games which rely not on the game software itself, but also upon the complex system of the human mind for reconstruction of the game experience and a subsequent expression of emergence. The authors contend that such an emergent design consideration is potentially useful for designers who are trying to address the trade-off of Ludo-Narrative Dissonance.


2019 ◽  
Vol 3 (Supplement_1) ◽  
pp. S758-S759
Author(s):  
Elena T Remillard ◽  
Wendy Rogers ◽  
Sarah Ruiz

Abstract A growing number of new smart, internet-enabled technologies from smart phone applications, to teleconferencing, to the Internet of Things (IoT), provide great promise and potential to support successful aging-in-place for people with long-term disabilities. This symposium highlights ongoing research at the TechSAge Rehabilitation Engineering Research Center to identify technology needs and develop/adapt new technologies to promote independence, health, and participation of this population. To understand user needs, Harris et al. will present findings from a large-scale interview study with older adults with long-term vision and mobility disabilities (N=120) that explored specific task-based challenges with community activities (e.g., going to entertainment events, volunteering) as well as solutions and strategies to overcome them. Koon et al. will present findings on perceived facilitators and barriers to using digital assistants (e.g., Amazon Alexa) to facilitate a variety of everyday tasks at home, from shopping to communicating with others, among adults aging with mobility disabilities. Levy et al. will discuss findings from research driving the creation of augmented reality tools that can enable individuals to experience how IoT devices, such as smart thermostats and lightbulbs, could be used within the context of one’s own abilities and home. Mitzner et al., will describe the development of a Tele Tai Chi intervention for older adults with long-term mobility disabilities that employs teleconferencing software to translate an in-person, evidence-based class to an online, social experience. TechSAge Program Officer, Sarah Ruiz (National Institute on Disability, Independent Living, and Rehabilitation Research), will serve as the discussant.


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