A Game-Based, Physical Activity Coaching Application for Older Adults: Design Approach and User Experience in Daily Life

指导 教练 心理学 体力活动 应用心理学 严肃的游戏 认知 医学教育 计算机科学 多媒体 物理疗法 医学 神经科学 程序设计语言 心理治疗师
作者
Monique Tabak,Frederiek de Vette,Hylke van Dijk,Miriam Vollenbroek-Hutten
出处
期刊:Games for health journal [Mary Ann Liebert]
卷期号:9 (3): 215-226 被引量:32
标识
DOI:10.1089/g4h.2018.0163
摘要

Objectives: In this article, we describe the design approach of a game-based, mobile coaching application for older adults (65–75 years) that aimed to stimulate physical activity (PA) in daily life. We evaluated older adults' experiences using this application compared with a standard coaching application in terms of engagement, motivation to be physically active, and in relation to the applied design features. Development and Design: An iterative design approach was followed to develop the game-based coaching application, called WordFit. Step count data (FitBit) were used for the crossword-inspired game. The standard coaching application (the ActivityCoach) displayed FitBit data. Materials and Methods: Participants were asked to use the ActivityCoach for 1 week first and then use WordFit for up to 3 weeks. Engagement was determined by logging actual use and motivation for PA by a daily in-app motivation question and step count data. Afterward, a semistructured interview was conducted. Results: Twenty older adults participated (71.0 ± 5.0 years). Of these, 16/20 actively used the ActivityCoach (13.1 ± 10.0 days) and 8/20 used WordFit (14.8 ± 9.5 days). For the latter, mean PA before WordFit use was 5852 ± 3652 steps/day, while mean PA using WordFit was 7236 ± 3335 steps/day. The interviews (n = 12) showed that step data and feedback on performance through the ActivityCoach/FitBit were prominent motivators for PA. WordFit was generally played as a stand-alone brain trainer. Cognitive challenge, in-game challenges, and challenges through emergent gameplay were important for engagement to use the game. Older adults did not play WordFit together. Discussion: WordFit was not seen as a tool to help improve PA behavior. Enjoyment of the game concept could be improved by providing older adults with new and nontraditional gaming concepts before assessing game preferences. Follow-up studies should be conducted in a target group that is known for low adherence rates and that can benefit from the intervention provided.
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