Proceedings of the 8th Nordic Conference on Human-Computer Interaction: Fun, Fast, Foundational 2014
DOI: 10.1145/2639189.2639235
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Assessing seniors' user experience (UX) of exergames for balance training

Abstract: Exergames technologies are increasingly used to help people achieve their exercise requirements including balance training. However, little is known about seniors' user experience of exergame technology for balance training and what factors they consider most important for using the exergames. This study aims to evaluate user experience and preferences of exergame technologies to train balance and to identify different factors that affect seniors' intention to use exergames. Fourteen healthy senior citizens pl… Show more

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Cited by 26 publications
(30 citation statements)
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“…In the recent review of studies investigating usability and acceptance of exergames by older adults, some studies included interviews to gather in-depth acceptance information, but many of these studies were focused on special populations such as stroke victims and war veterans [30][31][32] . Additional studies have used interviews, but have focused more on assessing attitudes towards specific exergames as opposed to evaluating more general reasons for long-term adoption of exergame systems as whole 33 . Information such as the reasons underlying PEOU, PU, and intentions to use exergame systems through both standard measures and in-depth interviews could provide insights into how older adults perceive these games, which can then inform how to facilitate their adoption of exergames.…”
mentioning
confidence: 99%
“…In the recent review of studies investigating usability and acceptance of exergames by older adults, some studies included interviews to gather in-depth acceptance information, but many of these studies were focused on special populations such as stroke victims and war veterans [30][31][32] . Additional studies have used interviews, but have focused more on assessing attitudes towards specific exergames as opposed to evaluating more general reasons for long-term adoption of exergame systems as whole 33 . Information such as the reasons underlying PEOU, PU, and intentions to use exergame systems through both standard measures and in-depth interviews could provide insights into how older adults perceive these games, which can then inform how to facilitate their adoption of exergames.…”
mentioning
confidence: 99%
“…Moreover, in [ 61 ], the preferences, usability of the application, and the PX of 14 older adults were evaluated through three sets of physical exercise. They carried out the experience in a specially equipped room, and in the end, a semistructured interview was applied and where the results were evaluated with the SUS scale.…”
Section: Analysis and Discussionmentioning
confidence: 99%
“…Wijnants, Van Erum, Quax, and Lamotte (2015) pointed out learning satisfaction as a major item to measure learning result; in addition to students, teachers, curricula, and learning environment were the factors in student satisfaction. Nawaz et al (2014) regarded learning satisfaction as students being "satisfied" by feeling happy or presenting positive attitudes towards learning activity and "dissatisfied" by feeling unhappy or negative attitudes. Bhagat, Liou, and Chang (2016) considered learning satisfaction as students' good perception or positive attitudes generated by favoring the course in the participation in learning activity.…”
Section: Learning Satisfactionmentioning
confidence: 99%