Single or Multiplayer Mode? Examining the Effects of Exergames in Improving Physical Health and Well-Being Among Older Adults.

IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Games for Health Journal Pub Date : 2024-08-22 DOI:10.1089/g4h.2023.0241
Huanyu Bao, Sai G S Pai, Navrag B Singh, Ben Tan Phat Pham, Sowmiya Meena Siva Subramaniam, Yin-Leng Theng, Edmund W J Lee
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Abstract

Objective: This study assesses the impact of single-player and multiplayer exergaming modes on improving exercise intentions, reduction of fear of falling, and emotional well-being among older adults, primarily from low socioeconomic status (SES) backgrounds-a group often underrepresented in exergame research. Method: We engaged 48 participants, primarily from low-SES communities in Singapore for a 4-week community-based exergaming intervention. Participants were divided into four groups as follows: (1) conventional exercise alone, (2) exergames alone, (3) exergames with a health coach, and (4) exergames with a peer. Using two-way repeated-measures ANOVA, we analyzed the effects of these interventions. Results: The findings revealed that all exergaming modes positively influenced exercise intentions, fear of falling, and emotional well-being to varying extents. Notably, exergaming with a health coach significantly improved participants' exercise intentions and emotional well-being, underscoring the value of expert guidance in motivating and supporting older adults in adopting healthier lifestyles. Exergaming with a peer was most effective in reducing fear of falling, highlighting the importance of social support and peer interaction in addressing physical health concerns among this population. Conclusion: This study emphasizes the potential of tailored exergame interventions incorporating various social interactions to improve health outcomes for older adults, contributing to more inclusive health promotion strategies.

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单人模式还是多人模式?研究体外游戏对改善老年人身体健康和幸福感的影响
研究目的本研究评估了单人和多人外部游戏模式对改善老年人(主要是社会经济地位(SES)较低的老年人)的运动意愿、减少跌倒恐惧和情绪健康的影响,而这一群体在外部游戏研究中往往代表性不足。研究方法:我们邀请了 48 名主要来自新加坡低社会经济地位社区的参与者参加为期 4 周的社区外联网游戏干预活动。参与者被分为以下四组:(1)单独进行传统锻炼;(2)单独进行外显子游戏;(3)与健康指导员一起进行外显子游戏;(4)与同伴一起进行外显子游戏。我们使用双向重复测量方差分析法分析了这些干预措施的效果。结果显示研究结果表明,所有外部游戏模式都在不同程度上对运动意愿、跌倒恐惧和情绪健康产生了积极影响。值得注意的是,与健康指导员一起进行外部游戏能明显改善参与者的运动意愿和情绪健康,这突出了专家指导在激励和支持老年人采用更健康的生活方式方面的价值。与同龄人一起玩电子游戏对减少跌倒恐惧最有效,这突出了社会支持和同龄人互动在解决老年人身体健康问题方面的重要性。结论这项研究强调了量身定制的外显子游戏干预措施的潜力,其中包含了各种社会互动,可改善老年人的健康状况,有助于制定更具包容性的健康促进战略。
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来源期刊
CiteScore
6.70
自引率
11.40%
发文量
56
期刊介绍: Games for Health Journal is the first peer-reviewed journal dedicated to advancing the impact of game research, technologies, and applications on human health and well-being. This ground-breaking publication delivers original research that directly impacts this emerging, widely-recognized, and increasingly adopted area of healthcare. Games are rapidly becoming an important tool for improving health behaviors ranging from healthy lifestyle habits and behavior modification, to self-management of illness and chronic conditions to motivating and supporting physical activity. Games are also increasingly used to train healthcare professionals in methods for diagnosis, medical procedures, patient monitoring, as well as for responding to epidemics and natural disasters. Games for Health Journal is a must for anyone interested in the research and design of health games that integrate well-tested, evidence-based behavioral health strategies to help improve health behaviors and to support the delivery of care. Games for Health Journal coverage includes: -Nutrition, weight management, obesity -Disease prevention, self-management, and adherence -Cognitive, mental, emotional, and behavioral health -Games in home-to-clinic telehealth systems
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