Rehabilitation nursing : the official journal of the Association of Rehabilitation Nurses · 2015
Understanding the Wii Exergames Use: Voices from Assisted Living Residents.
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Chao Ying-Yu, Lucke Kathleen T, Scherer Yvonne K, Montgomery Carolyn A
Аннотация
PURPOSE: The study was to understand the facilitators and barriers to exercise using exergames among assisted living residents, particularly in the area of cognitive, physical, and psychosocial effects.
DESIGN: Self-efficacy theory was incorporated into the design of the Wii Fit exergaming program.
METHOD: Fifteen participants (mean age: 87.07 ± 3.92) received the program twice a week for 4 weeks. Semi-structural individual interview was conducted after the program. Interview responses were analyzed using basic content analysis methods.
FINDINGS: Five themes emerged that facilitated participants? desire to exercise: (1) health and mobility; (2) increased alertness; (3) elevated mindset; (4) social interaction; and (5) structured program. Barriers to engage in exercise included: (1) age- or health-related impairments to exercise; and (2) unpleasant experiences related to exercise.
CONCLUSIONS: An intervention incorporating self-efficacy and Wii exergames did result in the identification of cognitive, physical, and psychosocial benefits and barriers to exercise.
DESIGN: Self-efficacy theory was incorporated into the design of the Wii Fit exergaming program.
METHOD: Fifteen participants (mean age: 87.07 ± 3.92) received the program twice a week for 4 weeks. Semi-structural individual interview was conducted after the program. Interview responses were analyzed using basic content analysis methods.
FINDINGS: Five themes emerged that facilitated participants? desire to exercise: (1) health and mobility; (2) increased alertness; (3) elevated mindset; (4) social interaction; and (5) structured program. Barriers to engage in exercise included: (1) age- or health-related impairments to exercise; and (2) unpleasant experiences related to exercise.
CONCLUSIONS: An intervention incorporating self-efficacy and Wii exergames did result in the identification of cognitive, physical, and psychosocial benefits and barriers to exercise.