Perceptions of Older Adults on the Use of an Interactive Video Game in Promoting Health and Well-Being

Research output: Contribution to journalArticlepeer-review

Abstract

Background: This study explored the perceptions of older adults on the use of a custom built interactive video game (IVG) in promoting health and well-being among the older adult population.

Method: This qualitative study used a phenomenological approach and enrolled 10 older adults over the age of 65 years in a client-centered, custom-built interactive video game program. This program was designed to promote activity tolerance, balance, range of motion, cognitive skills, and enjoyment through physical activity. The participants completed up to 12 Coin Catcher IVG sessions over a 4-week period. A postprogram, semi-structured, and audio-recorded interview explored their perceptions and experiences of the IVG.

Results: The participant interview transcripts were individually coded, categorized, and then collapsed into broader themes. The three themes emerged as: I was thinking all the time, it is a good workout, and I thought it was fun.

Conclusion: The custom built IVG is perceived by the older adult population to be engaging and meaningful while promoting physical performance.

Original languageAmerican English
JournalDefault journal
StatePublished - 1800

Keywords

  • exergames
  • interactive video games
  • older adults
  • healthy aging

Disciplines

  • Medicine and Health Sciences
  • Occupational Therapy

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