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Experiences from long-term exergaming with elderly

Published: 04 November 2014 Publication History

Abstract

Physical activity is important at all ages, and for the oldest it is also essential to stay fit to manage daily life. Exergames can make physical activity fun and motivational, and we see that senior centres and retirement homes start offering exergames to seniors. We wanted to find out whether seniors will keep on playing over time and what motivates them to play on. In a five month study we found that seniors still enjoy playing given that they have games that they enjoy, and that they ask for new challenges and new games when they master the basic gameplay.

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Cited By

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  • (2023)A Social Exergame Intervention to Promote Physical Activity, Social Support, and Well-Being in Family CaregiversThe Gerontologist10.1093/geront/gnad02863:9(1456-1466)Online publication date: 14-Mar-2023
  • (2020)Older Adults’ Motivation for Physical Activity Using Gamified Technology: An Eight-Week Experimental StudyHuman Aspects of IT for the Aged Population. Healthy and Active Aging10.1007/978-3-030-50249-2_22(292-309)Online publication date: 10-Jul-2020
  • (2019)The Effect of Familiarity on Older Adults’ Engagement in ExergamesHuman Aspects of IT for the Aged Population. Social Media, Games and Assistive Environments10.1007/978-3-030-22015-0_22(277-288)Online publication date: 8-Jun-2019
  • Show More Cited By

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      cover image ACM Other conferences
      AcademicMindTrek '14: Proceedings of the 18th International Academic MindTrek Conference: Media Business, Management, Content & Services
      November 2014
      316 pages
      ISBN:9781450330060
      DOI:10.1145/2676467
      • General Chair:
      • Artur Lugmayr
      Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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      • Mindtrek Association: Mindtrek Association
      • Tampere University of Technology
      • UTA: The University of Tampere
      • Tampere University of Applied Sciences
      • EMMi Lab.: Entertainment and Media Management Lab.
      • iAMEA: International Ambient Media Association

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      Association for Computing Machinery

      New York, NY, United States

      Publication History

      Published: 04 November 2014

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      Author Tags

      1. Nintendo Wii
      2. aging
      3. exergames
      4. physical activity

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      AcademicMindTrek '14
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      • Mindtrek Association
      • UTA
      • EMMi Lab.
      • iAMEA

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      Overall Acceptance Rate 110 of 207 submissions, 53%

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      Cited By

      View all
      • (2023)A Social Exergame Intervention to Promote Physical Activity, Social Support, and Well-Being in Family CaregiversThe Gerontologist10.1093/geront/gnad02863:9(1456-1466)Online publication date: 14-Mar-2023
      • (2020)Older Adults’ Motivation for Physical Activity Using Gamified Technology: An Eight-Week Experimental StudyHuman Aspects of IT for the Aged Population. Healthy and Active Aging10.1007/978-3-030-50249-2_22(292-309)Online publication date: 10-Jul-2020
      • (2019)The Effect of Familiarity on Older Adults’ Engagement in ExergamesHuman Aspects of IT for the Aged Population. Social Media, Games and Assistive Environments10.1007/978-3-030-22015-0_22(277-288)Online publication date: 8-Jun-2019
      • (2017)User-Centered Design of Serious Games for Older Adults Following 3 Years of Experience With Exergames for Seniors: A Study DesignJMIR Serious Games10.2196/games.62545:1(e2)Online publication date: 11-Jan-2017
      • (2017)Fuzzy logic based assessment on the adaptive level of rehabilitation exergames for the elderly2017 IEEE Global Conference on Signal and Information Processing (GlobalSIP)10.1109/GlobalSIP.2017.8308677(423-427)Online publication date: Nov-2017
      • (2016)Design Strategies for Gamified Physical Activity Applications for Older AdultsProceedings of the 2016 49th Hawaii International Conference on System Sciences (HICSS)10.1109/HICSS.2016.166(1309-1318)Online publication date: 5-Jan-2016

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