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Investigating the long-term use of exergames in the home with elderly fallers

Published: 26 April 2014 Publication History

Abstract

Rehabilitation has been shown to significantly reduce the risk of falling in older adults. However, low adherence to rehabilitation exercises in the home means that seniors often do not get the therapy that they require. We propose that the use of tailored exergames could encourage adherence to falls rehabilitation in the home, as exergames have proved successful in clinical settings. We describe the results from the first known study to investigate the long-term (12 weeks) use of exergames, designed in close collaboration with elderly users, for falls rehabilitation in the home. Our findings suggest that there is an untapped potential of exergames for home rehabilitation use, as our findings show that there was better adherence to exercise in participants who used the exergames, versus those who used standard care. Finally, we make recommendations for designers, on the design of exergames for the rehabilitation of seniors.

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Cited By

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  • (2023)Older adults' needs and requirements for a comprehensive exergame-based telerehabilitation system: A focus group studyFrontiers in Public Health10.3389/fpubh.2022.107614910Online publication date: 11-Jan-2023
  • (2023)Feasibility and Effectiveness of a Personalized Home-Based Motor-Cognitive Training Program in Community-Dwelling Older Adults: Protocol for a Pragmatic Pilot Randomized Controlled TrialJMIR Research Protocols10.2196/4937712(e49377)Online publication date: 9-Nov-2023
  • (2023)Never Skip Leg Day Again: Training the Lower Body with Vertical Jumps in a Virtual Reality ExergameProceedings of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544548.3580973(1-18)Online publication date: 19-Apr-2023
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    cover image ACM Conferences
    CHI '14: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
    April 2014
    4206 pages
    ISBN:9781450324731
    DOI:10.1145/2556288
    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 ACM 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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    Publication History

    Published: 26 April 2014

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    Author Tags

    1. elderly
    2. exergames
    3. falls
    4. games
    5. home
    6. rehabilitation.
    7. user studies

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    April 26 - May 1, 2014
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    Cited By

    View all
    • (2023)Older adults' needs and requirements for a comprehensive exergame-based telerehabilitation system: A focus group studyFrontiers in Public Health10.3389/fpubh.2022.107614910Online publication date: 11-Jan-2023
    • (2023)Feasibility and Effectiveness of a Personalized Home-Based Motor-Cognitive Training Program in Community-Dwelling Older Adults: Protocol for a Pragmatic Pilot Randomized Controlled TrialJMIR Research Protocols10.2196/4937712(e49377)Online publication date: 9-Nov-2023
    • (2023)Never Skip Leg Day Again: Training the Lower Body with Vertical Jumps in a Virtual Reality ExergameProceedings of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544548.3580973(1-18)Online publication date: 19-Apr-2023
    • (2023)Examining the Effect of Narrative Features and Thematic Music in an Audio-Based ExergameInternational Journal of Human–Computer Interaction10.1080/10447318.2023.225541240:20(6528-6544)Online publication date: 21-Sep-2023
    • (2023)Social Balance Ball: Designing and Evaluating an Exergame That Promotes Social Interaction between Older and Younger PlayersInternational Journal of Human–Computer Interaction10.1080/10447318.2023.217515740:11(2838-2861)Online publication date: 16-Feb-2023
    • (2023)Future forumsInternational Journal of Human-Computer Studies10.1016/j.ijhcs.2022.102930169:COnline publication date: 1-Jan-2023
    • (2022)Video Games for Rehabilitation: A New Approach to Influence the Quality of Life in Practically Healthy Elderly PersonsOpen Access Macedonian Journal of Medical Sciences10.3889/oamjms.2022.1081310:B(2498-2503)Online publication date: 5-Dec-2022
    • (2022)Virtual and augmented reality applications to improve older adults’ quality of life: A systematic mapping review and future directionsDIGITAL HEALTH10.1177/205520762211320998(205520762211320)Online publication date: 31-Oct-2022
    • (2022)Bespoke Exergames for Balance Improvement and Fall Risk Reduction in Community-Dwelling Older Adults: A Systematic Review and Meta-Analysis of Randomized Controlled TrialsIEEE Transactions on Games10.1109/TG.2021.313903614:4(687-695)Online publication date: Dec-2022
    • (2022)Current state and trends of the research in exergames for the elderly and their impact on health outcomes: a scoping reviewJournal of Ambient Intelligence and Humanized Computing10.1007/s12652-022-04364-014:8(10977-11009)Online publication date: 26-Aug-2022
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