Engaging older adults in technology to improve balance
2014
Background: Enjoyment is a powerful predictor of adherence to physical activity and this may be used to improve Rarticipation in physical activities and subsequently improve a range of health parameters. Technology, in the form of 'exergaming' has potential, but perceptions of use and engagement of older adults with a range of technologies is unclear. This study aims to determine the perceptions of use of technology to improve health outcomes prior to and after using an exergame. A secondary aim was to determine if there were concurrent improvements in postural balance by participating in the intervention. Method: Twenty-four participants aged between 55 and 82 years (mean age 70 ± 6 years) volunteered to participate in focus groups to determine perceptions of use of technology to assist with physical activity. This allowed development of a targeted 5 question survey by the research team. This survey was administered pre- and post a 5 week exergame intervention. Media-lateral sway range (eyes open and closed on a force platform) were also assessed pre and post intervention. Perceived enjoyment and game scores were
recorded during the intervention. Pre-post scores were analysed using students test. A
balance training exergame was chosen as the intervention. Results: Significant increased awareness that exergames can assist with physical activity were recorded (all p > 0.05). High levels of enjoyment, participation in the intervention and increasing game scores over the duration of the intervention were recorded. Trends for improvement in eyes closed media-lateral sway range were recorded (improved by 1.0cm, p = 0.09).
Keywords:
- Correction
- Source
- Cite
- Save
- Machine Reading By IdeaReader
0
References
0
Citations
NaN
KQI