2021
DOI: 10.2196/23423
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A Bowling Exergame to Improve Functional Capacity in Older Adults: Co-Design, Development, and Testing to Compare the Progress of Playing Alone Versus Playing With Peers

Abstract: Background Older people often do not meet the recommended levels of exercise required to reduce functional decline. Social interaction is mentioned by this cohort as a reason for joining group-based exercises, which does not occur when exercising alone. This perspective shows that exergames can be used as motivational resources. However, most available exergames are generic, obtained from commercial sources, and usually not specifically designed or adapted for older people. … Show more

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Cited by 25 publications
(15 citation statements)
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References 62 publications
(51 reference statements)
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“…This enjoyment (determined by PACES scores) and positive feedback from the users may be, at least in part, due to the fundamental elements of the game-based exercise, which feature a real-time interface display and feedback. Consistent with previous studies, our games system provides feedback, including scores and performance outcomes (ie, response time, error), which enhances the motivation of the users [82][83][84]. Moreover, the positive responses from older learners who are unfamiliar with new technologies can be attributed to the design features of the game-based exercise prototype, such as having a user-friendly interface and providing optimal levels of task difficulty [85].…”
Section: Principal Findingssupporting
confidence: 72%
“…This enjoyment (determined by PACES scores) and positive feedback from the users may be, at least in part, due to the fundamental elements of the game-based exercise, which feature a real-time interface display and feedback. Consistent with previous studies, our games system provides feedback, including scores and performance outcomes (ie, response time, error), which enhances the motivation of the users [82][83][84]. Moreover, the positive responses from older learners who are unfamiliar with new technologies can be attributed to the design features of the game-based exercise prototype, such as having a user-friendly interface and providing optimal levels of task difficulty [85].…”
Section: Principal Findingssupporting
confidence: 72%
“…-Gaming Experience Questionnaire [38] -Fall Prevention Program Satisfaction Questionnaire [64] -Program and Engagement Satisfaction Surveys [52,59] -Physical Activity Adherence Questionnaire [38] -Attendance recorded [52,56,59] -Recorded the number of days or time the product was used [66,67]…”
Section: Participant Satisfaction Adherencementioning
confidence: 99%
“…However, over time, most users realized that through the support provided by the app they could solve problems, reduce insecurities, and improve their self-monitoring, thus making the time spent with the app pleasant and enjoyable, partly due to the intrinsic rewards provided by the gamification system included in the app (Cechetti et al, 2019). These results show that game elements complement the user experience, improving engagement, motivating patients, caregivers, and family members in the quest to acquire more knowledge and use technology to improve health condition (Da Silva Júnior et al, 2021). Hence, as long as the quality of health services can meet the expectations of patients, they will continue to use the services (Guo et al, 2020 The results of the UEQ questionnaire summarized participants' impressions regarding the influence of experience on the use of the health app.…”
Section: Discussionmentioning
confidence: 81%