A4 Artikkeli konferenssijulkaisussa
Exergaming Experiences of Older Adults : A Critical Incident Study (2019)


Kari, T. (2019). Exergaming Experiences of Older Adults : A Critical Incident Study. In A. Pucihar, M. Kljajic Borstnar, R. Bons, J. Seitz, H. Cripps, & D. Vidmar (Eds.), 32nd Bled eConference : Humanizing Technology for a Sustainable Society (pp. 639-654). University of Maribor. https://doi.org/10.18690/978-961-286-280-0.34


JYU-tekijät tai -toimittajat


Julkaisun tiedot

Julkaisun kaikki tekijät tai toimittajatKari, Tuomas

Emojulkaisu32nd Bled eConference : Humanizing Technology for a Sustainable Society

Emojulkaisun toimittajatPucihar, Andreja; Kljajic Borstnar, Mirjana; Bons, Roger; Seitz, Juergen; Cripps, Helen; Vidmar, Doroteja

Konferenssi:

  • Bled eConference

Konferenssin paikka ja aikaBled, Slovenia16.-19.6.2019

eISBN978-961-286-280-0

Julkaisuvuosi2019

Artikkelin sivunumerot639-654

Kirjan kokonaissivumäärä1244

KustantajaUniversity of Maribor

KustannuspaikkaMaribor

JulkaisumaaSlovenia

Julkaisun kielienglanti

DOIhttps://doi.org/10.18690/978-961-286-280-0.34

Pysyvä verkko-osoitehttp://press.um.si/index.php/ump/catalog/book/418

Julkaisun avoin saatavuusMuulla tavalla avoin

Julkaisukanavan avoin saatavuus

Julkaisu on rinnakkaistallennettu (JYX)https://jyx.jyu.fi/handle/123456789/65240


Tiivistelmä

Exergaming is a form of digital gaming requiring physical effort from the player. There has been a growing interest towards exergaming in academia. However, only a very limited number of exergaming studies have given a voice to older adults and investigated their experiences. This study investigates what kinds of exergaming experiences are perceived as the most meaningful ones among older adults (referred in this study as people over 50 years of age). That is, the experiences which they perceive or remember as “unusually positive or negative”. To meet this purpose, this study takes a qualitative approach and uses the critical incident technique, a well-established technique to collect and classify observations of human behavior. The findings suggest that for older adults, the most meaningful positive experiences of exergaming are more due to hedonic and social aspects than utilitarian aspects, although also utilitarian physical activity benefits are valued. The most meaningful negative experiences are due to issues with technology/game or personal physical limitations. Based on the findings, practical implications are also presented.


YSO-asiasanathyvinvointiteknologiakuntoliikuntadigitaaliset pelitkäyttäjäkokemuskeski-ikäisetikääntyneet

Vapaat asiasanatexergaming; exergames; digital wellness; older adults; critical incidents; user experience


Liittyvät organisaatiot


OKM-raportointiKyllä

Raportointivuosi2019

JUFO-taso1


Viimeisin päivitys 2024-08-01 klo 17:13