Adaptive exergames to support active aging: An action research study

Leisure physical activities help older adults remain physically active. Playing exergames can help promote active aging. However, the movements and exercise supported in these games must be adapted to the particular physical conditions of each older adult to facilitate adoption and adherence. This paper presents a study following the Action Research methodology that is aimed at understanding how the exertion experience in commercial exergames can be personalized to the individual condition of each older adult. We conducted two interventions ( n 1 = 18 , n 2 = 50 ) lasting 32 and 24 weeks. Based on the results of the first intervention, we proposed a set of design recommendations that were validated with a larger and more heterogeneous group in a second intervention. Participation and retention increased in both interventions as the recommendations were applied.

[1]  A. Bandura Health Promotion by Social Cognitive Means , 2004, Health education & behavior : the official publication of the Society for Public Health Education.

[2]  Lori Thein Brody,et al.  Therapeutic Exercise: Moving Toward Function , 1998 .

[3]  Ralf Steinmetz,et al.  Framework for personalized and adaptive game-based training programs in health sport , 2014, Multimedia Tools and Applications.

[4]  Marcela D. Rodríguez,et al.  Exergames as Tools Used on Interventions to Cope with the Effects of Ageing: A Systematic Review , 2014, IWAAL.

[5]  Josef Wiemeyer,et al.  Serious Games and Motor Learning: Concepts, Evidence, Technology , 2013 .

[6]  G. Borg Psychophysical bases of perceived exertion. , 1982, Medicine and science in sports and exercise.

[7]  Friedrich Müller,et al.  Assessment of physical strain in younger and older subjects using heart rate and scalings of perceived exertion , 2014, Ergonomics.

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

[9]  K. Berg Measuring balance in the elderly: preliminary development of an instrument , 1989 .

[10]  Wei Peng,et al.  Is Playing Exergames Really Exercising? A Meta-Analysis of Energy Expenditure in Active Video Games , 2011, Cyberpsychology Behav. Soc. Netw..

[11]  Barbara Chamberlin,et al.  The Power of Play: Innovations in Getting Active Summit 2011 A Science Panel Proceedings Report From the American Heart Association , 2011, Circulation.

[12]  Philip Hingston,et al.  Considerations for the design of exergames , 2007, GRAPHITE '07.

[13]  A. King,et al.  Physical activity and public health in older adults: recommendation from the American College of Sports Medicine and the American Heart Association. , 2007, Medicine and science in sports and exercise.

[14]  P. Cairns,et al.  From immersion to addiction in videogames , 2008 .

[15]  Nadia Bianchi-Berthouze,et al.  Does Body Movement Engage You More in Digital Game Play? and Why? , 2007, ACII.

[16]  E. Biddiss,et al.  Active video games to promote physical activity in children and youth: a systematic review. , 2010, Archives of pediatrics & adolescent medicine.

[17]  Geraldine Fitzpatrick,et al.  Making the Wii at Home: Game Play by Older People in Sheltered Housing , 2010, USAB.

[18]  J. Pearl Causal diagrams for empirical research , 1995 .

[19]  James Fogarty,et al.  Game design principles in everyday fitness applications , 2008, CSCW.

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

[21]  K. Roach,et al.  Normal hip and knee active range of motion: the relationship to age. , 1991, Physical therapy.

[22]  Philip Hingston,et al.  Testing an exergame for effectiveness and attractiveness , 2010, 2010 2nd International IEEE Consumer Electronics Society's Games Innovations Conference.

[23]  Sandra L. Calvert,et al.  Motivating Effects of Cooperative Exergame Play for Overweight and Obese Adolescents , 2012, Journal of diabetes science and technology.

[24]  Jennifer G. Sheridan,et al.  Designing sports: a framework for exertion games , 2011, CHI.

[25]  Amy Voida,et al.  Wii all play: the console game as a computational meeting place , 2009, CHI.

[26]  H. Seelig,et al.  Long-term effects of a psychological group intervention on physical exercise and health: the MoVo concept. , 2011, Journal of physical activity & health.

[27]  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.

[28]  J. Wiemeyer,et al.  Serious games in prevention and rehabilitation—a new panacea for elderly people? , 2012, European Review of Aging and Physical Activity.

[29]  Ellen Brox,et al.  Healthy Gaming – Video Game Design to promote Health , 2011, Applied Clinical Informatics.

[30]  Panagiotis D. Bamidis,et al.  Exergames for Assessment in Active and Healthy Aging - Emerging Trends and Potentialities , 2015, ICT4AgeingWell.

[31]  Patrick Boissy,et al.  BMC Geriatrics BioMed Central , 2007 .

[32]  J. Soucie,et al.  Range of motion measurements: reference values and a database for comparison studies , 2011, Haemophilia : the official journal of the World Federation of Hemophilia.

[33]  Ralf Schwarzer,et al.  Modelando el cambio en el comportamiento de salud: Cómo predecir y modificar la adopción y el mantenimiento de comportamientos de salud/Modeling Health Behavior Change: How to Predict and Modify the Adoption and Maintenance of Health Behaviors , 2009 .

[34]  Robert M. Davison,et al.  Principles of canonical action research , 2004, Inf. Syst. J..

[35]  A. Bauman,et al.  Physical activity and public health: updated recommendation for adults from the American College of Sports Medicine and the American Heart Association. , 2007, Circulation.

[36]  Josef Wiemeyer,et al.  Recommendations for the Optimal Design of Exergame Interventions for Persons with Disabilities: Challenges, Best Practices, and Future Research. , 2015, Games for health journal.

[37]  Réjean Hébert,et al.  THE FUNCTIONAL AUTONOMY MEASUREMENT SYSTEM (SMAF): A CLINICAL-BASED INSTRUMENT FOR MEASUR- ING DISABILITIES AND HANDICAPS IN OLDER PEOPLE , 2001 .

[38]  Ragnar M Joakimsen,et al.  The association between timed up and go test and history of falls: The Tromsø study , 2007, BMC geriatrics.

[39]  Karla Felix Navarro,et al.  Serious Games to Improve the Physical Health of the Elderly: A Categorization Scheme , 2011 .

[40]  Katherine Isbister,et al.  Movement-based game guidelines , 2014, CHI.