Abstract
This paper describes a tangible interactive prototype, aiming at reducing the risk of falling in older adults and ensure their adherence to the in-home balance training. The design of the prototype derived from our research on the effectiveness of different training modes in balance. An exergame created for this prototype, appealing to youngsters, might result in them (older adults and young people) playing together. This may not only provide motivation to exercise but also a platform increasing communication between two generations, which is beneficial to older adults’ mental health. Therefore, perceiving benefits aforementioned, older adults could get more interested and even develop a long-term habit of playing such exergame. Researches had been done regarding the older adults’ perspective when designing intergenerational games or exergames. Here, our concept focuses on involving both older adults and young people to play the exergame together. In this paper, an experimental plan has been designed to gain insights from young people for better solutions to motivate them to play the game with older adults.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Rees, S.S., Murphy, A.J., Watsford, M.L.: Effects of whole body vibration on postural steadiness in an older population. J. Sci. Med. Sport 12(4), 440–444 (2009). https://doi.org/10.1016/j.jsams.2008.02.002
Robertson, M.C., Campbell, A.J., Gardner, M.M., Devlin, N.: Preventing injuries in older people by preventing falls: a meta-analysis of individual-level data. J. Am. Geriatr. Soc. 50(5), 905–911 (2002). https://doi.org/10.1046/j.1532-5415.2002.50218.x
Rubenstein, L.Z.: Falls in older people: epidemiology, risk factors and strategies for prevention. Age Ageing 35(suppl_2), ii37–ii41 (2006). https://doi.org/10.1093/ageing/afl084
Sherrington, C., et al.: Exercise for preventing falls in older people living in the community. Cochr. Database Syst. Revi. 40(2), 204–205 (2019). https://doi.org/10.1002/14651858.CD012424.pub2
L., Yardley, et al.: Older people’s views of falls-prevention interventions in six European countries. Gerontologist 46(5), 650–660 (2006). https://doi.org/10.1093/geront/46.5.650
Nyman, S.R., Victor, C.R.: Older people’s participation and engagement in falls prevention interventions: Comparing rates and settings. Eur. Geriatr. Med. 5(1), 18–20 (2014). https://doi.org/10.1016/j.eurger.2013.09.008
Sherrington, C., Tiedemann, A., Fairhall, N., Close, J.C.T., Lord, S.R.: Exercise to prevent falls in older adults: an updated meta-analysis and best practice recommendations. N. S. W. Public Health Bull. 22(3–4), 78–83 (2011). https://doi.org/10.1071/nb10056
Cumming, R.G., Thomas, M., Szonyi, G., Frampton, G., Salkeld, G., Clemson, L.: Adherence to occupational therapist recommendations for home modifications for falls prevention. Am. J. Occup. Ther. 55(6), 641–648 (2001). https://doi.org/10.5014/ajot.55.6.641
Jurkiewicz, M.T., Marzolini, S., Oh, P.: Adherence to a home-based exercise program for individuals after stroke. Top. Stroke Rehabil. 18(3), 277–284 (2011). https://doi.org/10.1310/tsr1803-277
Radomski, M.V.: More than good intentions: advancing adherence to therapy recommendations. Am. J. Occup. Ther. 65(4), 471–477 (2011). https://doi.org/10.5014/ajot.2011.000885
Never too old to play: the appeal of digital games to an older audience. Games Cult. 6(2), 155–170 (2011). https://doi.org/10.1177/1555412010364978
Fuchsberger, V., Sellner, W., Moser, C., Tscheligi, M.: Benefits and hurdles for older adults in intergenerational online interactions. In: Miesenberger, K., Karshmer, A., Penaz, P., Zagler, W. (eds.) ICCHP 2012. LNCS, vol. 7382, pp. 697–704. Springer, Heidelberg (2012). https://doi.org/10.1007/978-3-642-31522-0_104
Kow, Y.M., Chen, Y.: Designing online games for real - life relationships: examining QQ farm in intergenerational play, pp. 613–616 (2012). https://doi.org/10.1145/2145204.2145297
Xu, X., Theng, Y.-L., Li, J., Phat, P.T.: Investigating effects of exergames on exercise intentions among young-old and old-old. In: Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems, pp. 2961–2968 (2016). https://doi.org/10.1145/2851581.2892296
Uzor, S., Baillie, L.: Investigating the long-term use of exergames in the home with elderly fallers. In: Proceedings of Conference on Human Factors Computing System, pp. 2813–2822 (2014). https://doi.org/10.1145/2556288.2557160
Donker, V., Markopoulos, P., Bongers, B.: REHAP balance tiles: a modular system supporting balance rehabilitation. In: Proceedings of 2015 9th International Conference on Pervasive Computing Technological Health PervasiveHealth 2015, pp. 201–208 (2015). https://doi.org/10.4108/icst.pervasivehealth.2015.259278
Morat, M., et al.: Effects of stepping exergames under stable versus unstable conditions on balance and strength in healthy community-dwelling older adults: a three-armed randomized controlled trial. Exp. Gerontol. 127, 110719 (2019). https://doi.org/10.1016/j.exger.2019.110719
Schmierbach, M., Xu, Q., Oeldorf-Hirsch, A., Dardis, F.E.: Electronic friend or virtual foe: exploring the role of competitive and cooperative multiplayer video game modes in fostering enjoyment. Media Psychol. 15(3), 356–371 (2012). https://doi.org/10.1080/15213269.2012.702603
De la Hera, T., Loos, E., Simons, M., Blom, J.: Benefits and factors influencing the design of intergenerational digital games: a systematic literature review. Societies 7(3), 1–18 (2017). https://doi.org/10.3390/soc7030018
Costa, L., Veloso, A.: Being (grand) players: review of digital games and their potential to enhance intergenerational interactions. J. Intergener. Relatsh. 14(1), 43–59 (2016). https://doi.org/10.1080/15350770.2016.1138273
Osmanovic, S., Pecchioni, L.: Family matters: the role of intergenerational gameplay in successful aging. In: Zhou, J., Salvendy, G. (eds.) Human Aspects of IT for the Aged Population. Healthy and Active Aging: Second International Conference, ITAP 2016, Held as Part of HCI International 2016 Toronto, ON, Canada, July 17–22, 2016, Proceedings, Part II. Springer International Publishing, Cham (2016)
Lin, M.-C., Harwood, J., Bonnesen, J.L.: Conversation topics and communication satisfaction in grandparent-grandchild relationships. J. Lang. Soc. Psychol. 21(3), 302–323 (2002). https://doi.org/10.1177/0261927X02021003005
Zhang, F., Kaufman, D.: A review of intergenerational play for facilitating interactions and learning. Gerontechnology 14(3), 127–138 (2016). https://doi.org/10.4017/gt.2016.14.3.002.00
Pecchioni, L.L., Osmanovic, S.: Play it again, grandma: effect of intergenerational video gaming on family closeness. In: Zhou, J., Salvendy, G. (eds.) ITAP 2018. LNCS, vol. 10926, pp. 518–531. Springer, Cham (2018). https://doi.org/10.1007/978-3-319-92034-4_39
Abeele, V.V., De Schutter, B.: Designing intergenerational play via enactive interaction, competition and acceleration. Person. Ubiquit. Comput. 14(5), 425–433 (2010). https://doi.org/10.1007/s00779-009-0262-3
Zhang, F.: Intergenerational play between young people and old family members: patterns, benefits, and challenges. In: Zhou, J., Salvendy, G. (eds.) ITAP 2018. LNCS, vol. 10926, pp. 581–593. Springer, Cham (2018). https://doi.org/10.1007/978-3-319-92034-4_44
Sheng, X., Settles, B.H.: Intergenerational relationships and elderly care in China: a global perspective. Curr. Sociol. 54(2), 293–313 (2006). https://doi.org/10.1177/0011392106056747
Caltenco, H.A., et al.: Designing interactive systems for balance rehabilitation after stroke. In: TEI 2017 – Proceedings of 11th International Conference on Tangible, Embed. Embodied Interaction, pp. 511–516 (2017). https://doi.org/10.1145/3024969.3025084.
Watson, D., Clark, L.A., Tellegen, A.: Development and validation of brief measures of positive and negative affect: the PANAS scales. J. Personal. Soc. Psychol. 54(6), 1063–1070 (1988). https://doi.org/10.1037//0022-3514.54.6.1063
Lewis, J.R.: IBM computer usability satisfaction questionnaires: psychometric evaluation and instructions for use. Int. J. Hum. Comput. Interact. 7(1), 57–78 (1995). https://doi.org/10.1080/10447319509526110
Braun, V., Clarke, V.: Using thematic analysis in psychology. Qual. Res. Psychol. 3(2), 77–101 (2006). https://doi.org/10.1191/1478088706qp063oa
Acknowledgements
. We thank our team members Chew Wei Jing Charissa, Xiang Yi Wu to design GUI of the game interface and their efforts in our earlier stage research. This work is supported by the [Shanghai Pujiang Program] under Grant [2020PJC071]; [Shanghai Jiao Tong University] under Grant [WF220543011].
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2021 Springer Nature Switzerland AG
About this paper
Cite this paper
Kaisar, E., Ding, R.B., Han, T., Qiu, S. (2021). NEONEO Balance Ball: Designing an Intergenerational Interaction Exergame for In-home Balance Training. In: Gao, Q., Zhou, J. (eds) Human Aspects of IT for the Aged Population. Supporting Everyday Life Activities. HCII 2021. Lecture Notes in Computer Science(), vol 12787. Springer, Cham. https://doi.org/10.1007/978-3-030-78111-8_5
Download citation
DOI: https://doi.org/10.1007/978-3-030-78111-8_5
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-030-78110-1
Online ISBN: 978-3-030-78111-8
eBook Packages: Computer ScienceComputer Science (R0)