4.1 Article

OLDER ADULTS' SUBJECTIVE WELL-BEING EXPERIENCING THE EXERGAME I AM DOLPHIN

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TAYLOR & FRANCIS LTD
DOI: 10.1080/17482631.2023.2170013

Keywords

Exergames; activity; well-being; technology; virtual reality

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This study aimed to investigate older adults' perceptions of the connections between an exergame intervention and their subjective well-being. Three focus groups were conducted, and the findings revealed three main themes: elevated mood, feelings of achievement, and perceived cognitive or physical changes. These results will contribute to researchers' understanding of how exergames can impact the well-being of older adults, and guide the development of future interventions.
The objective of this study was to understand older adults' perceptions of the connections between an exergame intervention, I Am Dolphin, and their subjective well-being. Researchers conducted three focus groups with 14 older adults who participated in the exergame feasibility study. The semi-structured focus groups were transcribed, coded, and analysed using deductive and inductive techniques. Three themes were constructed related to playing the exergame and participants' subjective well-being: 1) elevated mood (through scheduled activity, immersion, and socialization), 2) feelings of achievement (especially following frustration and competition), and 3) perceived cognitive or physical changes. These findings will help researchers better understand how exergames may relate to the well-being of older adults. Future investigators could use these findings to create and implement new exergame interventions.

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