The Rationale Behind the Design Decisions in an Augmented Reality Mobile eHealth Exergame to Increase Physical Activity for Inactive Older People With Heart Failure.

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES JMIR Serious Games Pub Date : 2024-08-21 DOI:10.2196/50066
Aseel Berglund, Leonie Klompstra, Helena Orädd, Johan Fallström, Anna Strömberg, Tiny Jaarsma, Erik Berglund
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Abstract

Unlabelled: Physical activity is important for everyone to maintain and improve health, especially for people with chronic diseases. Mobile exergaming has the potential to increase physical activity and to specifically reach people with poor activity levels. However, commercial mobile exergames are not specially designed for older people with chronic illnesses such as heart failure. The primary aim of this viewpoint is to describe the underlying reasoning guiding the design choices made in developing a mobile exergame, Heart Farming, tailored specifically for sedentary older people diagnosed with heart failure. The goal of the exergame is to increase physical activity levels by increasing the daily walking duration of patients with heart failure by at least 10 minutes. The rationale guiding the design decisions of the mobile exergame is grounded in the thoughtful integration of gamification strategies tailored for application in cardiovascular care. This integration is achieved through applying gamification components, gamification elements, and gamification principles. The Heart Farming mobile exergame is about helping a farmer take care of and expand a virtual farm, with these activities taking place while the patient walks in the real world. The exergame can be adapted to individual preferences and physical condition regarding where, how, when, and how much to play and walk. The exergame is developed using augmented reality so it can be played both indoors and outdoors. Augmented reality technology is used to track the patients' movement in the real world and to interpret that movement into events in the exergame rather than to augment the mobile user interface.

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增强现实移动电子健康外设游戏设计决策背后的理论依据,该游戏旨在增加患有心力衰竭的不活跃老年人的体育锻炼。
无标签:体育锻炼对每个人保持和改善健康都很重要,对慢性病患者尤其如此。手机电子游戏具有增加体育锻炼的潜力,特别适合活动量较少的人群。然而,商业移动电子游戏并不是专门为患有慢性疾病(如心力衰竭)的老年人设计的。本观点的主要目的是描述在开发移动外部游戏 "心农场 "时,专门为久坐不动、确诊患有心力衰竭的老年人量身定制的设计选择的基本指导思想。该外部游戏的目标是通过将心力衰竭患者的每日步行时间至少增加 10 分钟来提高他们的体育锻炼水平。指导移动外部游戏设计决策的基本原理是将游戏化策略与心血管护理应用相结合。这种整合是通过应用游戏化组件、游戏化元素和游戏化原则来实现的。心脏农场 "移动外部游戏的内容是帮助一个农场主照料和扩大一个虚拟农场,而这些活动都是在病人在现实世界中行走时进行的。该外部游戏可根据个人喜好和身体状况进行调整,包括游戏和行走的地点、方式、时间和程度。外显子游戏是利用增强现实技术开发的,因此可以在室内和室外进行。增强现实技术用于跟踪患者在现实世界中的运动,并将运动解释为外显子游戏中的事件,而不是增强移动用户界面。
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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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