Assessing seniors' user experience (UX) of exergames for balance training

A. Nawaz, Nina Skjæret, Kristine Ystmark, J. Helbostad, B. Vereijken, Dag Svanæs
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引用次数: 38

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 played three different stepping exergames in a laboratory setting. Seniors' experience of the exergames and their preference to use exergames was assessed using a semi-structured interview, the system usability scale (SUS), and card ranking. The results of the study showed that in order for seniors to use exergames to train their balance, the exergames should particularly focus on challenging tasks, provide feedback on quality of movement, and provide setup support. Furthermore, healthy seniors did not consider safety to be a concern when playing exergames.
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评估老年人平衡训练游戏的用户体验(UX)
Exergames技术越来越多地用于帮助人们达到锻炼要求,包括平衡训练。然而,对于老年人在平衡训练中使用exergame技术的用户体验,以及他们认为使用exergame最重要的因素是什么,我们知之甚少。本研究旨在评估用户体验和对游戏技术的偏好,以训练平衡性,并找出影响老年人使用游戏意愿的不同因素。14名健康的老年人在实验室环境中玩了三种不同的踏步游戏。通过半结构化访谈、系统可用性量表(SUS)和卡片排名来评估老年人对游戏的体验和他们对游戏的偏好。研究结果表明,为了让老年人使用exergames来训练他们的平衡,exergames应该特别关注具有挑战性的任务,提供运动质量的反馈,并提供设置支持。此外,健康的老年人在玩运动游戏时并不认为安全是一个问题。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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