scholarly journals Promoting Physical Activity in Japanese Older Adults Using a Social Pervasive Game: Randomized Controlled Trial (Preprint)

2019 ◽  
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: η<sup>2</sup>=0.31, <i>P</i>=.04; proportional change: η<sup>2</sup>=0.30, <i>P</i>=.03). Correlations between both absolute and proportional change and the play activity were significant (absolute change: <i>r</i>=0.59, 95% CI 0.32 to 0.77; proportional change: <i>r</i>=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. CLINICALTRIAL Japan Medical Association Clinical Trial Registration Number JMA-IIA00314; https://tinyurl.com/y5nh6ylr (Archived by WebCite at http://www.webcitation.org/761a6MVAy)

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)


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.


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


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 ◽  
...  

Author(s):  
Laurie L. Schmidt ◽  
Shanthi Johnson ◽  
M. Rebecca Genoe ◽  
Bonnie Jeffery ◽  
Jennifer Crawford

Social interaction and physical activity are critical components in supporting health among older adults, yet rates of activity are low in rural communities. There is significant merit in exploring the relationship between these interrelated concepts. A scoping review was conducted to synthesize existing literature. Search results identified 26 studies meeting inclusion criteria. Findings indicated that social interaction and physical activity were important for many older adults to maintain health; however, not all older adults preferred the social aspect of group-based exercise. Opportunities for physical activity and social interaction were limited based on geographical location and other socioeconomic factors. This was evident in rural communities where populations were lower and education and income levels varied. Differences on the defining role and meaning of physical activity also emerged. Increasing physical activity and social interaction must account for negative associations to address the lower rates of participation among rural older adults.


2022 ◽  
Vol 217 ◽  
pp. 104254
Author(s):  
Jenny Veitch ◽  
Kylie Ball ◽  
Elise Rivera ◽  
Venurs Loh ◽  
Benedicte Deforche ◽  
...  

2020 ◽  
Vol 28 (2) ◽  
pp. 287-293 ◽  
Author(s):  
Kazuhiro Harada ◽  
Kouhei Masumoto ◽  
Ai Fukuzawa ◽  
Michiko Touyama ◽  
Koji Sato ◽  
...  

This study examined whether satisfaction with social interactions and the number of people interacted with during walking groups is associated with affective responses among older adults. Twenty-six older adults were asked to participate in five walking group sessions. The participants walked together for 40–50 min. In every session, the participants reported their affective responses to walking (positive engagement, tranquility, and negative affect), their level of satisfaction with the social interactions experienced, and the number of people interacted with during the walk. The available data were from 107 person-sessions. Multilevel models revealed that, although a higher number of people interacted with was not significantly associated with improvements in any affective responses, higher satisfaction with the interactions was significantly associated with improvements in positive engagement at both the within- and between-person levels. This study found that higher satisfaction with the interactions was associated with desirable affective responses among older adults.


2012 ◽  
Vol 20 (6) ◽  
pp. 1186-1195 ◽  
Author(s):  
Luciano Magalhães Vitorino ◽  
Lisiane Manganelli Girardi Paskulin ◽  
Lucila Amaral Carneiro Vianna

OBJECTIVES: to evaluate the older adults' perceptions of their quality of life (QoL) in two long-stay care facilities in Pouso Alegre and Santa Rita in Sapucaí, in the State of Minas Gerais, Brazil , and to identify the sociodemographic and health variables which interfere in this perception. METHOD: a cross-sectional epidemiological study of 77 older adults resident in institutions. The instruments used were: personal characterization; WHOQOL-bref and WHOQOL OLD. RESULT: the highest average obtained in the instruments was: the "Social Relationships" domain in the WHOQOL-bref (68%) and the "Sensory abilities" aspect in the WHOQOL-OLD (73.7%). The variables age, sex, physical activity and level of schooling have a significant correlation with the WHOQOL-bref and the variables sex and leisure have the same with the WHOQOL OLD. CONCLUSION: older adults who are younger, with higher levels of schooling and who undertake physical and leisure activity have, on average, better perceptions of their QoL. The older adults' QoL in this study had higher rates than that reported in the literature and was similar to that in the community. The results suggest the need to train those involved with older adults in institutions so that they may develop strategies which promote the adaptation, adjustment and maintenance of QoL.


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