Virtual augmented exercise gaming for older adults

被引:25
|
作者
Van Schaik, Paul [1 ]
Blake, Jonathan [2 ,3 ]
Pernet, Fred [3 ]
Spears, Iain [4 ]
Fencott, Clive [2 ]
机构
[1] Univ Teesside, Sch Soc Sci & Law, Psychol Sect, Middlesbrough, Cleveland, England
[2] Univ Teesside, Sch Comp, Middlesbrough, Cleveland, England
[3] Ctr Digital Excellence CODEWORKS, Sunderland, England
[4] Univ Teesside, Sch Soc Sci & Law, Sport & Exercise Sect, Middlesbrough, Cleveland, England
来源
CYBERPSYCHOLOGY & BEHAVIOR | 2008年 / 11卷 / 01期
关键词
D O I
10.1089/cpb.2007.9925
中图分类号
G2 [信息与知识传播];
学科分类号
05 ; 0503 ;
摘要
This paper details the design, development, and testing of virtual augmented exercise (VAE) gaming for older adults. Three versions of an underwater VAE environment were tested with a sample of 22 healthy adults aged 50 or over. Participants strongly preferred VAE to traditional physical exercise, and adherence rate was 100%. The findings suggest that VAE with puzzles changes or negates the expected negative associations among exercise outcomes. Fitness level was not associated with performance in the game, irrespective of VAE type, indicating that persons who are less physically fit can expect to perform similarly to those who are more physically fit. In conclusion, the research found some evidence for the benefits of VAE with cognitive exercise (solving simple puzzles and hitting targets based on the answer). This type of exercise appears to be a promising method of exercise for older adults.
引用
收藏
页码:103 / 106
页数:4
相关论文
共 50 条
  • [1] Cardiovascular Effects and Enjoyment of Exercise Gaming in Older Adults
    Fachko, Michael J.
    Xiao, Canhau
    Bowles, Kathryn H.
    Robinson, Keith M.
    Libonati, Joseph R.
    [J]. JOURNAL OF GERONTOLOGICAL NURSING, 2013, 39 (12): : 43 - 54
  • [2] The effect of virtual reality gaming on dynamic balance in older adults
    Rendon, Abel Angel
    Lohman, Everett B.
    Thorpe, Donna
    Johnson, Eric G.
    Medina, Ernie
    Bradley, Bruce
    [J]. AGE AND AGEING, 2012, 41 (04) : 549 - 552
  • [3] ACCEPTANCE AND USE OF VIRTUAL GAMING AS AN INTERVENTION WITH OLDER ADULTS IN OCCUPATIONAL THERAPY
    Walker, B.
    [J]. GERONTOLOGIST, 2012, 52 : 593 - 593
  • [4] The Use of Virtual and Augmented Reality by Older Adults: Potentials and Challenges
    Seifert, Alexander
    Schlomann, Anna
    [J]. FRONTIERS IN VIRTUAL REALITY, 2021, 2
  • [5] An exploration from virtual to augmented reality gaming
    Liarokapis, Fotis
    [J]. SIMULATION & GAMING, 2006, 37 (04) : 507 - 533
  • [6] The Acceptance and Use of Virtual Gaming as an Intervention Strategy for Older Adults in Occupational Therapy
    Walker, Beth Ann
    [J]. GAMES FOR HEALTH JOURNAL, 2014, 3 (06) : 333 - 340
  • [7] Active Ageing with Avatars: A Virtual Exercise Class for Older Adults
    Cyarto, Elizabeth V.
    Batchelor, Frances
    Baker, Steven
    Dow, Briony
    [J]. PROCEEDINGS OF THE 28TH AUSTRALIAN COMPUTER-HUMAN INTERACTION CONFERENCE (OZCHI 2016), 2016,
  • [8] Effectiveness of an Exercise Program for Older Adults Using an Augmented Reality Exercise Platform: A Pilot Study
    Park, Tae Sung
    Shin, Myung-Jun
    [J]. ANNALS OF GERIATRIC MEDICINE AND RESEARCH, 2023, 27 (01): : 73 - 79
  • [9] Potential of Augmented Reality and Virtual Reality Technologies to Promote Wellbeing in Older Adults
    Lee, Li Na
    Kim, Mi Jeong
    Hwang, Won Ju
    [J]. APPLIED SCIENCES-BASEL, 2019, 9 (17):
  • [10] Augmented reality, virtual reality and gaming: an integral part of nursing
    Ferguson, Caleb
    Davidson, Patricia M.
    Scott, Peter J.
    Jackson, Debra
    Hickman, Louise D.
    [J]. CONTEMPORARY NURSE, 2015, 51 (01) : 1 - 4