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High rates of sedentary behaviors in older adults can lead to poor health outcomes. However, new technologies, namely exercise-based videogames (“exergames”), may provide ways of stimulating uptake and ongoing participation in physical activities. Older adults’ perceptions of the use of technology to improve health are not known.
The study aimed to determine use and perceptions of technology before and after using a 5-week exergame.
Focus groups determined habitual use of technology and the participant’s perceptions of technology to assist with health and physical activity. Surveys were developed to quantitatively measure these perceptions and were administered before and after a 5-week intervention. The intervention was an exergame that focused on postural balance (“Your Shape Fitness Evolved 2012”). Games scores, rates of game participation, and enjoyment were also recorded.
A total of 24 healthy participants aged between 55 and 82 years (mean 70, SD 6 years) indicated that after the intervention there was an increased awareness that technology (in the form of exergames) can assist with maintaining physical activity (
Older adults’ have low perception of the use of technology for improving health outcomes until after exposure to exergames. Technology, in the form of enjoyable exergames, may be useful for improving participation in physical activity that is relevant for older adults.
Adequate levels of physical activity are a primary factor contributing to the maintenance of physiological and psychological health, yet many older adults are physically inactive [
The health benefits of adequate levels of physical activity and regular exercise include improvements in lower limb strength, balance, and mobility, which may provide a reduction in the risk of accidental falls in older adults. As well, a reduction in incidence in a range of chronic health conditions is seen with changes from sedentary behaviors to more active behaviors. Overcoming barriers and identification of facilitators that will improve uptake of positive health behaviors and encourage long-term participation of such behaviors forms the thrust of current population-based health research.
Advances in technology, both hardware and software, has enabled increased accessibility of technology-based exercise interventions to a vast number of consumers [
The assumption that interest in technology decreases with age is misleading [
From the age of 45 years onward, balance control function declines [
The primary aim of this study was to determine the perceptions of the use of technology for health before and after the use of an exergame intervention designed to improve postural balance and to record perceptions of enjoyment after the intervention.
The small number of participants involved in this pilot project and the exploratory nature of the research lent itself to a methodology that enabled researchers to explore participant responses in some depth. Heinz et al [
Eligibility criteria of the participants included targeting older adults (>50 years), classified as low risk according to the American College of Sports Medicine guidelines, and currently participating in a previously established Pilates program established at the Exercise Physiology Clinic at the Newnham campus of the University of Tasmania. No participants were excluded.
Potential participants were invited to participate in a focus group held 1 week before initiation of the 5-week exergame intervention. From this focus group, a survey was developed and administered before and after the intervention.
The focus group was run as an open discussion forum with one experienced researcher directing the group and asking questions, while another trained research assistant took notes and recorded the session for later analysis. Structured open-ended questions were used in the focus groups to elicit information regarding current use and access to technology and the types of technology that this cohort currently engaged with. The whole team was involved in the development of the questions; this has been shown to enhance the validity of the research in the design stage [
Throughout the study, the intervention was set up as a 2-minute station during the Pilates classes for voluntary and independent access by the participants at any time throughout the hour-long timeframe supervised by 2 research assistants. The technology was available for 5 weeks, which included a total of 10 Pilates sessions. After the conclusion of the intervention, participants were invited to complete the same questionnaire and the 8-item Physical Activity Enjoyment Scale (PACES-8) questionnaire. The exergame was introduced as an individual 2-minute station in a circuit class (see
Ethics approval from the Social Science Human Research Ethics Committee (H0013878) was gained before commencement of the study. Participant flow through the study and data collection time points are outlined in
Study flow diagram.
Participant’s perceptions of technology usage were gauged through the TEA questionnaire. This questionnaire was composed of 5 questions and responses were measured on a Likert scale of 1 to 5, in which a score of 5 represented a strong agreement and a score of 1 indicated a strong disagreement. This was developed by the research team and established from participants’ responses in the focus group. Two research assistants administered the survey. Specifically, the questionnaire asked participants to rate their level of agreement/disagreement with the following statements:
I think technology can keep me active.
I think technology is useful in my life.
I think technology is enjoyable.
I think technology helps me be more active.
I think technology can improve my postural balance.
The PACES-8 [
The data analysis drew on semantic thematic analysis to identify explicit surface meanings within the data. Thematic analysis is appropriate for questions seeking to explore people’s views or perceptions [
Thematic analysis of focus group data was undertaken from both recordings and notes from the sessions using a phenomenological approach. Recordings were analyzed in a group session. Each researcher listened to the material and individually noted common responses. These were then discussed as a group until consensus about common patterns was reached and these were used as a basis for manual coding of data. In addition to identifying common patterns, the range of views for each pattern was identified with examples across the spectrum recorded as anonymous quotations.
Microsoft Excel was used to analyze the quantitative data from the surveys, which was reported as mean and standard error of means. Pre- and postintervention data were analyzed using paired
A total of 24 participants (5 male, 19 female) aged between 55 and 82 years (mean 70, SD 6 years) were recruited to participate in the focus groups and technology engaging intervention for older adults study. Although the number of attendees participating in the exergames session in the circuit class varied over the duration of the intervention, participation rates increased from week 1 (20/24, 83%) to all participants in week 4 (24/24, 100%) with a slight drop seen in week 5 back to 21 participants (88%).
The focus group identified that this active group of older adults primarily used technology for pragmatic purposes and the majority indicated little exposure to using technology for enjoyment (23/24) or games (18/24). In fact, the game-based technology that they currently engaged in encouraged sedentary behaviors.
The focus group established that, before exposure to the intervention, the majority (23/24) of participant’s engagement with technology was for mainly pragmatic reasons, such as communication (eg, mobile phones, email, and use of Skype to communicate with family members) and simple information gathering (eg, timetables and location of services). Although this majority indicated that technology was “not used for enjoyment” and “only do what I need to do,” a few people (2/24) identified enjoying interacting with new technology and provided positive responses such as “I’m a gadget baby” and “very useful when needed.”
When asked about technology and games, participants only identified participating in technology-based games, such as Solitaire and FreeCell. Generally, participants seemed unaware that it was possible to use gamed-based technology for improving health outcomes, indicating that the computer-based games they currently participated in reduced activity and were not positively related to health. Two of 24 participants indicated that they had at one time (but did not regularly) played with a Nintendo Wii console with their grandchildren.
Participants indicated strong engagement in a variety of exercise activities over many years. It was established that participants engaged in both structured and unstructured exercises daily and mostly of moderate intensity. Many in the group described their preferential involvement toward exercise in a social environment (eg, dancing, swimming, and bushwalking groups), whereas other participants focused on more individual activities (eg, gardening, walking, and riding) with each participant indicating that the autonomy of exercise selection enhanced participation. Participants described that they engaged in multiple types of physical activity throughout the week, including both social and individual activities regularly. Participants expressed that exercise in their life was related to being “habitual” and to maintain or improve their health.
Pre- and postsurvey data indicated that participants significantly increased their positive perceptions of the use of technology to keep active and improve postural balance (
Survey responses pre- and postintervention (N=24).a
Statement | Preintervention, mean (SE) | Postintervention, mean (SE) |
|
I think technology can keep me active | 2.95 (0.21) | 4.00 (0.23) | <.001 |
I think technology is useful in my life | 3.90 (0.17) | 3.94 (0.19) | .44 |
I think technology is enjoyable | 3.48 (0.21) | 4.00 (0.21) | .04 |
I think technology can help me be more active | 3.38 (0.23) | 3.78 (0.22) | .05 |
I think technology can improve my postural balance | 3.76 (0.17) | 4.22 (0.19) | .03 |
a Based on a 5-point Likert scale (5=strongly agree, 1=strongly disagree).
The postintervention PACES-8 enjoyment questionnaire focused solely on the chosen exergame used throughout the intervention. Participant mean results identified that all the questions received a score of 6 or higher. From the PACES-8 questionnaire, an overall score of 56 signifies the maximal score that can be achieved per individual. The mean pooled response from participants was 53.0 (SE 0.7).
Game scores increased from week 1 (mean 892, SE 65) to week 5 (mean 1579, SE 112). Researchers observed that participants endeavored to increase their scores over the time of the study.
The primary aim of this study was to determine the perceptions of older adults to technology for health before and after participating in an exergame intervention. This group initially indicated commitment to nontechnology-based physical activity; however, a significant change in attitude was seen after the intervention with improvements in understanding about the health and activity benefits of using technology in the form of exergames. High levels of enjoyment and perceived personal benefit were also identified. This study adds to the evidence supporting the use of exergames as enjoyable and engaging methods for older adults to improve participation in physical activity.
The responses from the focus group identified strong emerging themes associated with attitudes toward the use of technology for pragmatic purposes and the participants’ attitudes about life-long commitment toward physical activity. Although there are positive health outcomes associated with digital video gaming for older adults, our participants were not aware of this before the intervention [
Before the intervention, there was a lack of familiarity in these older adults with the concept of utilizing technology as a form of exercise. There were positive changes to responses on both items on the questionnaire relating to physical activity after the intervention. After the intervention, participants indicated that they thought that technology was able to assist in maintaining physical activity levels. There was an increase in the perception that technology was useful to improve physical activity, but this difference did not meet statistical significance (
There was a strong response that indicated maintaining health was a key reason to exercise. One participant stated they felt that “exercise is a part of life,” with the other 7 people in that group affirming that concept. Another participant in a different group described exercise in their life as “habitual”. Although it was identified that the focus group participants used some form of technology on a daily basis, there was only limited exposure to any form of exergame activity. The literature suggests that older adults are more willing to use technologies that they perceive as meeting a current need in a more convenient way than other options [
The high levels of enjoyment recorded by the participants augur well for the future of this form of technology to improve physical outcomes using this modality.
Enjoyment has been identified as an important implementation factor in physical activity programs [
Indication of engagement with this form of exercise is supported by high voluntary participation rates throughout our study. Researchers noted that participants strategically challenged themselves to gain a higher overall score and continued to engage in the exergame over the period of the intervention. The researchers also identified that scores needed to be monitored and recorded for each participant to further challenge the participants and retain and reinforce enjoyment levels.
The social context of this study design (ie, being part of a group and having the ability to compare scores with others) contributed to the engagement of this group in the intervention. Future research needs to identify the types of people who would engage with this technology in their own home, without face-to-face social contact, if we want to use exergames as part of a widespread intervention to overcome many barriers to physical activity that older adults have in leaving their home. Technology that links virtual groups may overcome the potential barrier of social isolation and may be of benefit for both improving physical activity within a virtual social network for those people unable to mobilize easily outside the home. In the future, home-based preventive health care using technology may be leveraged off current research exploring in-home rehabilitation using motion capture software and technology [
A limitation of this study was the selection and use of a convenience sample of participants who were currently physical active (ie, attending Pilates classes regularly). This limits the generalizability of these results and precludes application to sectors of the community that are more sedentary and perhaps a better target for interventions such as these. Future research should endeavor to use higher best practice dosage to improve postural balance. Because of the short intervention period, it is important to note that adherence and enjoyment levels may have changed after the 5-week period.
Exposure to and participation in a balance-focused exergame resulted in older adults dramatically increasing their perception of the usefulness of technology for improving several health outcomes, including physical activity levels and postural balance. High rates of enjoyment and adherence to this program were reported. Technology, in the form of enjoyable exergames, may be useful for improving participation in physical activity that is relevant for the needs of older adults.
(A) Screenshot of intervention for training postural balance. (B) Using the game for training postural balance.
Physical Activity Enjoyment Scale
Technology Engaging Activity
The authors would like to thank the participants of the University of Tasmania Pilates program and the University of Tasmania Clinical Exercise Physiology Lab for allowing the research to be conducted in their clinic.
None declared.