Title:
Understanding older adults’ perceptions of and attitudes towards exergames

dc.contributor.author Barg-Walkow, Laura H.
dc.contributor.author Harrington, Christina N.
dc.contributor.author Mitzner, Tracy L.
dc.contributor.author Hartley, Jordan Q.
dc.contributor.author Rogers, Wendy A.
dc.contributor.corporatename Georgia Institute of Technology. School of Psychology en_US
dc.contributor.corporatename University of Illinois. College of Applied Health Sciences en_US
dc.contributor.corporatename Georgia Institute of Technology. School of Industrial Design en_US
dc.date.accessioned 2019-07-03T17:23:04Z
dc.date.available 2019-07-03T17:23:04Z
dc.date.issued 2017
dc.description.abstract Purpose Maintaining physical activity is a key component of successful aging and has benefits for both physical and cognitive functioning in the older adult population. One promising method for engaging in physical activity is through exergames, which are video games designed to promote exercise. Exergames have the potential to be used by a wide range of people, including older adults, in a variety of settings, such as at home, in community living environments, or senior centers. However, exergames have not been designed for older adults (e.g., with respect to their attitudes, needs). Thus, older adults may not adopt these systems if they perceive them as not useful or relevant to them. Method Twenty older adults (aged 60-79) interacted with two exergames, and were then interviewed about their perceptions of the system’s ease of use and usefulness, as well as their general attitudes towards the system. Results Participants identified the potential for exergames’ usefulness for various goals, such as to increase their physical activity. However, they also reported negative attitudes concerning the system, including perceiving barriers to system use. Overall, participants said they would use the system in the future and recommend it to other people at their age for improving health, despite these use challenges. Conclusion The older adults were open to adopting exergames, which could provide opportunities to increase physical activity. Given the participants’ overall positive perceptions of the usefulness of exergames, designers must address the perceived challenges of using these systems. Understanding barriers and facilitators for older adults’ use of exergames can guide design, training, and adoption of these systems. en_US
dc.identifier.citation L.H. Barg-Walkow, C.N. Harrington, T.L. Mitzner, J.Q. Hartley, W.A. Rogers (2017). Understanding older adults’ perceptions of and attitudes towards exergames. Gerontechnology, 16(2), 81-90 https://doi.org/10.4017/gt.2017.16.2.003.00 en_US
dc.identifier.uri http://hdl.handle.net/1853/61479
dc.publisher International Society for Gerontechnology en_US
dc.subject Older adults en_US
dc.subject Exergames en_US
dc.subject Technology acceptance en_US
dc.subject System perceptions en_US
dc.title Understanding older adults’ perceptions of and attitudes towards exergames en_US
dc.type Text
dc.type.genre Article
dspace.entity.type Publication
local.contributor.corporatename Rehabilitation Engineering Research Center on Technologies to Support Aging-in-Place for People with Long-Term Disabilities
relation.isOrgUnitOfPublication beb39be5-dd4e-4cbd-810d-8b5f852ba609
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