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Digital Health Games for Older Adults: Development, Implementation, and Programmatic Implications of Health Game Use in Senior Centers

Author

Listed:
  • Elizabeth Orsega‐Smith
  • Laurie Ruggiero
  • Nancy Getchell
  • Roghayeh Leila Barmaki
  • Amy Nichols
  • Joshua Varghese
  • Rachel DeLauder
  • Reza Koiler

Abstract

By 2030, an estimated 21.6% of the U.S. population will exceed 65 years old. Within this demographic, ongoing broad efforts are needed to address modifiable factors related to common chronic conditions of aging. Digital, or “serious,” health games offer one innovative approach to reach and engage older adults, with documented positive impacts on physical, mental/cognitive, and social health. Informed by healthy aging theory and community‐engaged, user‐centered design methods, our multidisciplinary team has developed a prototype multicomponent educational exergame designed to educate about and promote healthy lifestyle behaviors (i.e., healthy eating, physical activity), stimulate cognitive functioning, engage movement, and promote social connection. Additionally, we included functional near infrared spectroscopy (fNIRS) in our pilot work to measure real time brain activation during gameplay. Our objectives are to: 1) describe the formative development and testing process of an example multi‐component educational exergame, including multidisciplinary team science collaboration, application of aging theory, and use of community‐engaged and user‐centered approaches; and 2) present a pilot study examining implementation and multiple aspects of an innovative educational exergame, including usability, acceptability, preliminary impact, and cognitive function measurement using brain imaging technology (fNIRS) to measure changes in cognitive load during gameplay. The results provide initial support for acceptability, usability, and positive perceived impact, as well as the preliminary encouraging pre to post improvements in behavioral intention, content knowledge, and relative neural efficiency. This paper also explores the potential of implementing serious health games in senior centers as part of their regular programming. Para 2030, se estima que el 21,6 % de la población de EE. UU. superará los 65 años. Dentro de este grupo demográfico, se necesitan amplios esfuerzos continuos para abordar los factores modificables relacionados con las condiciones crónicas comunes del envejecimiento. Los juegos de salud digitales o “serios” ofrecen un enfoque innovador para llegar e involucrar a los adultos mayores, con impactos positivos documentados en la salud física, mental/cognitiva y social. Informado por la teoría del envejecimiento saludable y métodos de diseño centrados en el usuario y comprometidos con la comunidad, nuestro equipo multidisciplinario ha desarrollado un prototipo de juego educativo multicomponente diseñado para educar y promover comportamientos de estilo de vida saludable (es decir, alimentación saludable, actividad física), estimular el funcionamiento cognitivo, involucrar el movimiento y promover la conexión social. Además, incluimos espectroscopía de infrarrojo cercano funcional (fNIRS) en nuestro trabajo piloto para medir la activación cerebral en tiempo real durante el juego. Nuestros objetivos son: 1) describir el desarrollo formativo y el proceso de prueba de un ejemplo de exergame educativo de múltiples componentes, incluida la colaboración científica de equipos multidisciplinarios, la aplicación de la teoría del envejecimiento y el uso de enfoques centrados en el usuario y comprometidos con la comunidad; y 2) presentar un estudio piloto que examina la implementación y múltiples aspectos de un exergame educativo innovador, incluida la usabilidad, la aceptabilidad, el impacto preliminar y la medición de la función cognitiva utilizando tecnología de imágenes cerebrales (fNIRS) para medir los cambios en la carga cognitiva durante el juego. Los resultados brindan un apoyo inicial para la aceptabilidad, la usabilidad y el impacto positivo percibido, así como las mejoras preliminares alentadoras previas y posteriores en la intención de comportamiento, el conocimiento del contenido y la eficiencia neuronal relativa. Este documento también explora el potencial de implementar juegos de salud serios en centros para personas mayores como parte de su programación regular. 到2030年,预计21.6%的美国人口将超过65岁。在这一人群中,需要持续的广泛举措来应对一系列与常见慢性衰老疾病相关的可改变因素。数字(或“重要的”)健康游戏提供了一种接触老年人并使其参与的创新方法,这种方法对身体、心理/认知以及社会健康产生了可证实的积极影响。基于健康老龄化理论和一系列关于社区参与、以用户为中心的设计方法,我们的多学科团队开发了一款原型多组件教育运动游戏,旨在教育和促进健康生活方式行为(即健康饮食、体育活动)、刺激认知功能、参与运动、以及促进社会联系。此外,我们还在试点研究中使用了功能性近红外光谱学(fNIRS),以衡量游戏过程中的实时大脑激活情况。我们的目标是:1)描述示例多组件教育运动游戏的形成开发与测试过程,包括多学科团队的科学协作、老龄化理论的应用、以及关于社区参与和以用户为中心的方法的使用;2)提出一项试点研究,分析创新教育运动游戏的实施和多个方面,包括可用性、可接受性、初步影响、以及认知功能测量——使用大脑成像技术(fNIRS)测量游戏过程中认知负荷的变化。研究结果为可接受性、可用性以及积极的感知影响提供了初步支持,并为行为意图、内容知识和相对神经效率的前后改进提供了初步鼓励。本文还探究了一种可能性,即在老年中心实施重要的健康游戏,以作为其常规计划的一部分。

Suggested Citation

  • Elizabeth Orsega‐Smith & Laurie Ruggiero & Nancy Getchell & Roghayeh Leila Barmaki & Amy Nichols & Joshua Varghese & Rachel DeLauder & Reza Koiler, 2023. "Digital Health Games for Older Adults: Development, Implementation, and Programmatic Implications of Health Game Use in Senior Centers," Journal of Elder Policy, John Wiley & Sons, vol. 2(3), pages 127-161, June.
  • Handle: RePEc:wly:eldpol:v:2:y:2023:i:3:p:127-161
    DOI: 10.18278/jep.2.3.5
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