Usability and acceptability of balance exergames in older adults: A scoping review

Serious games (exergames) have the potential to be effective for postural balance and increasing muscle strength. Several games have been developed to increase physical fitness and balance among older adults. However, it is unclear to which degree usability and acceptability of exergames for older adults have been evaluated. The aim of this study was to summarize usability evaluation and acceptability of studies in older adults. We conducted a scoping review on studies focusing on usability of exergames for older adults. The result shows that older adults consider usability and acceptability of exercise video games good. The review shows that longitudinal studies mainly use off-the-shelf exergame and evaluated game effectiveness and acceptability, whereas cross-sectional studies focus on interactional experience. Studies varied in their approaches to measure usability and acceptability of exergames for older adults. There is a need for a systematic developmental approach to involve older adults in development of exergames for longitudinal studies.

[1]  B. Thomas,et al.  Usability Evaluation In Industry , 1996 .

[2]  I-Tsun Chiang Old Dogs Can Learn New Tricks: Exploring Effective Strategies to Facilitate Somatosensory Video Games for Institutionalized Older Veterans , 2012, Trans. Edutainment.

[3]  I. Ajzen The theory of planned behavior , 1991 .

[4]  Jay L. Alberts,et al.  A Scoping Review of Exergaming for Adults with Systemic Disabling Conditions , 2011 .

[5]  Dag Svanæs,et al.  Designing for Movement Quality in Exergames: Lessons Learned from Observing Senior Citizens Playing Stepping Games , 2014, Gerontology.

[6]  G. Atkinson,et al.  The physiological cost and enjoyment of Wii Fit in adolescents, young adults, and older adults. , 2010, Journal of physical activity & health.

[7]  Lynn Rochester,et al.  The role of exergaming in Parkinson’s disease rehabilitation: a systematic review of the evidence , 2014, Journal of NeuroEngineering and Rehabilitation.

[8]  Jakob Nielsen,et al.  Usability engineering , 1997, The Computer Science and Engineering Handbook.

[9]  Maureen Kerwin,et al.  Using the Smartphone Accelerometer to Monitor Fall Risk while Playing a Game: The Design and Usability Evaluation of Dance! Don't Fall , 2013, HCI.

[10]  P. Santaguida,et al.  Assessing the Risk of Bias of Individual Studies in Systematic Reviews of Health Care Interventions , 2012 .

[11]  D. Norman Emotional design : why we love (or hate) everyday things , 2004 .

[12]  B. Devellis Self-efficacy theory. , 1983, Patient education newsletter.

[13]  Dongho Kim,et al.  Development of a sensory gate–ball game system for the aged people , 2009, The Visual Computer.

[14]  Holger Graf,et al.  Muntermacher - "Think and Move" Interface and Interaction Design of a Motion-Based Serious Game for the Generation Plus , 2011, HCI.

[15]  Rebecca Armstrong,et al.  Cochrane Update. 'Scoping the scope' of a cochrane review. , 2011, Journal of public health.

[16]  Y. Shea,et al.  Interactive virtual reality Wii in geriatric day hospital: A study to assess its feasibility, acceptability and efficacy , 2012, Geriatrics & gerontology international.

[17]  M. Levin,et al.  Virtual Reality in Stroke Rehabilitation: A Systematic Review of its Effectiveness for Upper Limb Motor Recovery , 2007, Topics in stroke rehabilitation.

[18]  N. A. Borghese,et al.  Usability and Effects of an Exergame-Based Balance Training Program. , 2014, Games for health journal.

[19]  Stuart T. Smith,et al.  The use of exercise-based videogames (exergames) for training and rehabilitation of physical function in older adults: current practice and guidelines for future research , 2012 .

[20]  Tomomi Hashimoto,et al.  Development of Foot Gait Simulator for Presenting Environment to Each User , 2011, J. Adv. Comput. Intell. Intell. Informatics.

[21]  Panagiotis D. Bamidis,et al.  Evaluating affective usability experiences of an exergaming platform for seniors , 2011, 2011 10th International Workshop on Biomedical Engineering.

[22]  Maic Masuch,et al.  Exergaming for Elderly: Analyzing Player Experience and Performance , 2011 .

[23]  J. B. Brooke,et al.  SUS: A 'Quick and Dirty' Usability Scale , 1996 .

[24]  Ben Shneiderman,et al.  Designing the User Interface: Strategies for Effective Human-Computer Interaction , 1998 .

[25]  Regan L. Mandryk,et al.  Full-body motion-based game interaction for older adults , 2012, CHI.

[26]  Gordon B. Davis,et al.  User Acceptance of Information Technology: Toward a Unified View , 2003, MIS Q..

[27]  V. Sheppard,et al.  The role of exergaming in improving physical activity: a review. , 2014, Journal of physical activity & health.

[28]  Dalton L. Wolfe,et al.  A scoping review of video gaming in rehabilitation , 2015, Disability and rehabilitation. Assistive technology.

[29]  Erik Grönvall,et al.  Turning training into play: Embodied gaming, seniors, physical training and motivation , 2011 .

[30]  Chris Todd,et al.  Older adults' perceptions of technologies aimed at falls prevention, detection or monitoring: A systematic review , 2014, Int. J. Medical Informatics.

[31]  U. Laessoe,et al.  Efficacy of Nintendo Wii training on mechanical leg muscle function and postural balance in community-dwelling older adults: a randomized controlled trial. , 2013, The journals of gerontology. Series A, Biological sciences and medical sciences.

[32]  Susumu Saito,et al.  Ergonomics of human-system interaction , 1994 .

[33]  James T. Miller,et al.  An Empirical Evaluation of the System Usability Scale , 2008, Int. J. Hum. Comput. Interact..

[34]  Fred D. Davis Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology , 1989, MIS Q..

[35]  Lynne Baillie,et al.  Investigating the long-term use of exergames in the home with elderly fallers , 2014, CHI.

[36]  Hanne Peoples,et al.  Stroke patients' experiences with Wii Sports® during inpatient rehabilitation , 2012, Scandinavian journal of occupational therapy.

[37]  Kyung-Sik Kim,et al.  Development of a walking game for the elderly using controllers of hand buttons and foot boards , 2012, 2012 17th International Conference on Computer Games (CGAMES).

[38]  Jih-Hsuan Lin,et al.  Using Active Video Games for Physical Activity Promotion , 2013, Health education & behavior : the official publication of the Society for Public Health Education.

[39]  Thant Zin Myint,et al.  An exploratory study on senior citizens' perceptions of the Nintendo Wii: the case of Singapore , 2009, i-CREATe.

[40]  Dag Svanæs,et al.  Assessing seniors' user experience (UX) of exergames for balance training , 2014, NordiCHI.

[41]  Yow-wu B. Wu,et al.  The feasibility of an intervention combining self-efficacy theory and Wii Fit exergames in assisted living residents: A pilot study. , 2013, Geriatric nursing.