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| Content Provider | Springer Nature : BioMed Central |
|---|---|
| Author | Ringgenberg, Nathalie Mildner, Sarah Hapig, Marcia Hermann, Sarah Kruszewski, Katharina Martin-Niedecken, Anna Lisa Rogers, Katja Schättin, Alexandra Behrendt, Frank Böckler, Sonja Schmidlin, Stefan Jurt, Roman Niedecken, Stephan Brenneis, Christian Bonati, Leo H. Schuster-Amft, Corina Seebacher, Barbara |
| Abstract | Background Exergames are playful technology-based exercise programs. They train physical and cognitive functions to preserve independence in older adults (OAs) with disabilities in daily activities and may reduce their risk of falling. This study gathered in-depth knowledge and understanding of three different user groups’ experiences in and relevant needs, worries, preferences, and expectations of technology-based training, to develop an exergame training device for OAs. Methods We conducted a qualitative study using semi-structured focus group interviews of primary (OAs in geriatric or neurological rehabilitation) and secondary (health professionals) end users, as well as expert interviews of tertiary end users (health insurance experts or similar), exploring user perspectives on adjusting an existing exergame to OAs’ needs. Voice-recorded interviews were transcribed by researchers and analyzed using thematic analysis (TA) following an inductive, data-driven, iterative approach. Results We interviewed 24 primary, 18 secondary, and 9 tertiary end users at two rehabilitation centers in Austria and Switzerland. Our TA approach identified five to six themes per user group. Themes in the primary end user group reflected aspects of safety, training goals, individuality, game environment, social interactions, and physical and technical overload. Themes in the secondary end user group comprised facets of meaningfulness, distraction through the game environment, safety, gamification elements, the availability and accessibility of the exergame. Tertiary end users’ themes addressed aspects of financial reimbursement, suitable target populations, professional training for the handling of exergame devices, training goals, and concerns about the use of exergames in geriatric rehabilitation. Conclusions In conclusion, an exergame for OAs must be safe, motivating and fully adaptable to the target group while promoting the return to or preservation of autonomy and independence in daily life. Our findings contribute to developing hard- and software extensions for the ExerG training device. Further research is needed to expand the validity of our findings to larger populations. |
| Related Links | https://jneuroengrehab.biomedcentral.com/counter/pdf/10.1186/s12984-022-01063-x.pdf |
| Ending Page | 17 |
| Page Count | 17 |
| Starting Page | 1 |
| File Format | HTM / HTML |
| ISSN | 17430003 |
| DOI | 10.1186/s12984-022-01063-x |
| Journal | Journal of NeuroEngineering and Rehabilitation |
| Issue Number | 1 |
| Volume Number | 19 |
| Language | English |
| Publisher | BioMed Central |
| Publisher Date | 2022-08-16 |
| Access Restriction | Open |
| Subject Keyword | Neurosciences Neurology Rehabilitation Medicine Biomedical Engineering and Bioengineering Focus groups Exergaming Virtual reality Older adults Geriatrics Rehabilitation User-centered design Exercise rehabilitation |
| Content Type | Text |
| Resource Type | Article |
| Subject | Health Informatics Rehabilitation |
| Journal Impact Factor | 5.2/2023 |
| 5-Year Journal Impact Factor | 5.6/2023 |
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