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The User Experience of an Immersive and Interactive Wall Exergame in Older Adults

会话(web分析) 工作量 心理学 认知 用户体验设计 体力活动 应用心理学 探索性研究 人机交互 多媒体 物理医学与康复 计算机科学 医学 操作系统 神经科学 社会学 万维网 人类学
作者
Néva Béraud-Peigné,Pauline Maillot,Alexandra Perrot
出处
期刊:Games for health journal [Mary Ann Liebert, Inc.]
卷期号:12 (3): 220-227 被引量:11
标识
DOI:10.1089/g4h.2022.0075
摘要

Exergames are promising options for modulating the effects of aging on physical and cognitive functions. A new-generation immersive and interactive wall exergame (I2WE) has emerged in recent years, offering users freedom of movement as well as greater and varied interactions with other players, the environment, and the system than traditional games (e.g., Wii™, Kinect). These features could improve the user experience (UX) and thus the engagement and benefits of the intervention for older people. The purpose of this study was to determine whether this kind of exergame could be an effective tool for multidomain training for the elderly. An exploratory study was conducted with 38 healthy older adults who tested a single exergame session to evaluate the UX and the perceived enjoyment, as well as the session's workload and intensity. The results show that I2WE generates moderate-to-high physical intensity, following recommendations for older people, while the perceived exertion is lower. Moreover, it creates a positive UX that correlates with high perceived enjoyment while producing a suitable session's workload. I2WE appears to be an effective tool to promote physical activity while concurrently stimulating cognition in older adults. The intrinsic characteristics (i.e., immersion, combined physical and cognitive activity, interactions, complex motor skills, playfulness, and variety of collective games) give this new type of exergame a promising future. Future studies should be conducted to investigate the effects of an I2WE program on the physical and cognitive functions of older adults.
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