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 toimittajat: Kari, Tuomas
Emojulkaisu: 32nd Bled eConference : Humanizing Technology for a Sustainable Society
Emojulkaisun toimittajat: Pucihar, Andreja; Kljajic Borstnar, Mirjana; Bons, Roger; Seitz, Juergen; Cripps, Helen; Vidmar, Doroteja
Konferenssi:
- Bled eConference
Konferenssin paikka ja aika: Bled, Slovenia, 16.-19.6.2019
eISBN: 978-961-286-280-0
Julkaisuvuosi: 2019
Artikkelin sivunumerot: 639-654
Kirjan kokonaissivumäärä: 1244
Kustantaja: University of Maribor
Kustannuspaikka: Maribor
Julkaisumaa: Slovenia
Julkaisun kieli: englanti
DOI: https://doi.org/10.18690/978-961-286-280-0.34
Pysyvä verkko-osoite: http://press.um.si/index.php/ump/catalog/book/418
Julkaisun avoin saatavuus: Muulla 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-asiasanat: hyvinvointiteknologia; kuntoliikunta; digitaaliset pelit; käyttäjäkokemus; keski-ikäiset; ikääntyneet
Vapaat asiasanat: exergaming; exergames; digital wellness; older adults; critical incidents; user experience
Liittyvät organisaatiot
OKM-raportointi: Kyllä
Raportointivuosi: 2019
JUFO-taso: 1