Addressing Data Absenteeism and Technology Chauvinism in the Use of Gamified Wearable Gloves Among Older Adults: Moderated Usability Study.

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES JMIR Serious Games Pub Date : 2024-04-24 DOI:10.2196/47600
Edmund W. J. Lee, Warrick W Tan, Ben Tan Phat Pham, Ariffin Kawaja, Y. Theng
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Abstract

BACKGROUND Digital health technologies have the potential to improve health outcomes for older adults, especially for those recovering from stroke. However, there are challenges to developing these technologies, such as data absenteeism (where older adults' views are often underrepresented in research and development) and technology chauvinism (the belief that sophisticated technology alone is the panacea to addressing health problems), which hinder their effectiveness. OBJECTIVE In this study, we aimed to address these challenges by developing a wearable glove integrated with culturally relevant exergames to motivate older adults to exercise and, for those recovering from stroke, to adhere to rehabilitation. METHODS We conducted a moderated usability study with 19 older adults, of which 11 (58%) had a history of stroke. Our participants engaged in a 30-minute gameplay session with the wearable glove integrated with exergames, followed by a quantitative survey and an in-depth interview. We used descriptive analysis to compare responses to the System Usability Scale between those who had a history of stroke and those who did not. In addition, we analyzed the qualitative interviews using a bottom-up thematic analysis to identify key themes related to the motivations and barriers regarding the use of wearable gloves for rehabilitation and exercise. RESULTS Our study generated several key insights. First, making the exergames exciting and challenging could improve exercise and rehabilitation motivation, but it could also have a boomerang effect, where participants may become demotivated if the games were very challenging. Second, the comfort and ease of use of the wearable gloves were important for older adults, regardless of their stroke history. Third, for older adults with a history of stroke, the functionality and purpose of the wearable glove were important in helping them with specific exercise movements. CONCLUSIONS Our findings highlight the importance of providing contextual support for the effective use of digital technologies, particularly for older adults recovering from stroke. In addition to technology and usability factors, other contextual factors such as gamification and social support (from occupational therapists or caregivers) should be considered to provide a comprehensive approach to addressing health problems. To overcome data absenteeism and technology chauvinism, it is important to develop digital health technologies that are tailored to the needs of underserved communities. Our study provides valuable insights for the development of digital health technologies that can motivate older adults recovering from stroke to exercise and adhere to rehabilitation.
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解决老年人使用游戏化可穿戴手套过程中的数据缺失和技术沙文主义问题:调节可用性研究
背景数字医疗技术有可能改善老年人的健康状况,尤其是中风后的康复者。然而,开发这些技术也面临着一些挑战,如数据缺失(老年人的观点在研究和开发中往往代表性不足)和技术沙文主义(认为只有先进的技术才是解决健康问题的灵丹妙药),这些都阻碍了技术的有效性。目标在这项研究中,我们旨在通过开发一种与文化相关的电子游戏相结合的可穿戴手套来应对这些挑战,以激励老年人锻炼身体,并激励中风康复者坚持康复治疗。方法我们对 19 名老年人进行了一项适度可用性研究,其中 11 人(58%)有中风病史。参与者使用集成了电子游戏的可穿戴手套进行了 30 分钟的游戏,随后进行了定量调查和深度访谈。我们使用描述性分析比较了有中风史和没有中风史的参与者对系统可用性量表的反应。此外,我们还采用自下而上的主题分析法对定性访谈进行了分析,以确定与使用可穿戴手套进行康复和锻炼的动机和障碍有关的关键主题。首先,使电子游戏具有刺激性和挑战性可以提高运动和康复的积极性,但也可能产生回旋效应,即如果游戏非常具有挑战性,参与者可能会失去积极性。其次,可穿戴手套的舒适性和易用性对老年人非常重要,无论他们是否有中风史。第三,对于有中风病史的老年人来说,可穿戴手套的功能和用途对于帮助他们完成特定的锻炼动作非常重要。除了技术和可用性因素外,还应考虑游戏化和社会支持(来自职业治疗师或护理人员)等其他情境因素,以提供一种全面的方法来解决健康问题。为了克服数据缺失和技术沙文主义,开发适合服务不足社区需求的数字健康技术非常重要。我们的研究为开发数字健康技术提供了宝贵的见解,这些技术可以激励中风后的老年人进行锻炼并坚持康复。
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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
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