Single or Multiplayer Mode? Examining the Effects of Exergames in Improving Physical Health and Well-Being Among Older Adults.

Autor: Bao H; Wee Kim Wee School of Communication and Information, Nanyang Technological University, Singapore., Pai SGS; Future Health Technologies, Singapore-ETH Centre, Campus for Research Excellence and Technological Enterprise (CREATE), Singapore., Singh NB; Laboratory for Movement Biomechanics, Institute for Biomechanics, Department of Health Science & Technology, ETH Zürich, Zürich, Switzerland.; Future Health Technologies, Singapore-ETH Centre, Campus for Research Excellence and Technological Enterprise (CREATE), Singapore., Pham BTP; Wee Kim Wee School of Communication and Information, Nanyang Technological University, Singapore., Siva Subramaniam SM; Wee Kim Wee School of Communication and Information, Nanyang Technological University, Singapore., Theng YL; Wee Kim Wee School of Communication and Information, Nanyang Technological University, Singapore.; Ageing Research Institute for Society and Education (ARISE), Nanyang Technological University, Singapore., Lee EWJ; Department of Media and Communication, City University of Hong Kong, Hong Kong, China.
Jazyk: angličtina
Zdroj: Games for health journal [Games Health J] 2024 Aug 22. Date of Electronic Publication: 2024 Aug 22.
DOI: 10.1089/g4h.2023.0241
Abstrakt: Objective: This study assesses the impact of single-player and multiplayer exergaming modes on improving exercise intentions, reduction of fear of falling, and emotional well-being among older adults, primarily from low socioeconomic status (SES) backgrounds-a group often underrepresented in exergame research. Method: We engaged 48 participants, primarily from low-SES communities in Singapore for a 4-week community-based exergaming intervention. Participants were divided into four groups as follows: (1) conventional exercise alone, (2) exergames alone, (3) exergames with a health coach, and (4) exergames with a peer. Using two-way repeated-measures ANOVA, we analyzed the effects of these interventions. Results: The findings revealed that all exergaming modes positively influenced exercise intentions, fear of falling, and emotional well-being to varying extents. Notably, exergaming with a health coach significantly improved participants' exercise intentions and emotional well-being, underscoring the value of expert guidance in motivating and supporting older adults in adopting healthier lifestyles. Exergaming with a peer was most effective in reducing fear of falling, highlighting the importance of social support and peer interaction in addressing physical health concerns among this population. Conclusion: This study emphasizes the potential of tailored exergame interventions incorporating various social interactions to improve health outcomes for older adults, contributing to more inclusive health promotion strategies.
Databáze: MEDLINE