2014
DOI: 10.4017/gt.2013.12.2.001.00
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Custom-designed motion-based games for older adults: A review of literature in human-computer interaction

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Cited by 30 publications
(17 citation statements)
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References 44 publications
(51 reference statements)
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“…An acceptable usability of the Active@Home exergame prototype was evident in the questionnaire ratings with a SUS score of 75/100 after three training sessions as well as at the end of the intervention. This result is in line with previous studies showing that exergames are in general well accepted and usable for older adults, especially when considering their needs [29,35,64]. However, some limitations were evident in the observations of supervisors during training and in the feedback of participants.…”
Section: Usability Of the Exergame Trainingsupporting
confidence: 89%
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“…An acceptable usability of the Active@Home exergame prototype was evident in the questionnaire ratings with a SUS score of 75/100 after three training sessions as well as at the end of the intervention. This result is in line with previous studies showing that exergames are in general well accepted and usable for older adults, especially when considering their needs [29,35,64]. However, some limitations were evident in the observations of supervisors during training and in the feedback of participants.…”
Section: Usability Of the Exergame Trainingsupporting
confidence: 89%
“…Exergames are defined as "any types of video games that require the player to be physically active and move to play the game" [29]. Due to a combination of physical exercises with cognitive stimulation, exergame training might be closer to daily life requirements.…”
Section: Introductionmentioning
confidence: 99%
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“…Using somatosensory videogames with the Xbox Kinect, Chen et al (2012), found that participants had improvements in both physical health and quality of life. Gerling & Mandryk (2014) highlight that there is still a gap in research for games designed for older adults, as commercially available games often need to be modified for use by seniors or only used under the supervision of nurses or caretakers. Deutsch et al (2011) also found that using Wii Sports and Wii Fit for stroke rehabilitation needed to be used under supervision of therapists for best results.…”
Section: Technological Interventionsmentioning
confidence: 99%
“…When using the AUMI IPad software, one participant commented, "If I had one of these I would do exercises every day […] I didn't do exercises very well this week, I was very lazy this week." Similarly, current research is using exercise videogames to promote health and physical activity for seniors (Chen, Huang, & Chiang, 2012;Gerling & Mandryk, 2014).…”
Section: Exercise Engagementmentioning
confidence: 99%