A4 Article in conference proceedings
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 authors or editors
Publication details
All authors or editors: Kari, Tuomas
Parent publication: 32nd Bled eConference : Humanizing Technology for a Sustainable Society
Parent publication editors: Pucihar, Andreja; Kljajic Borstnar, Mirjana; Bons, Roger; Seitz, Juergen; Cripps, Helen; Vidmar, Doroteja
Conference:
- Bled eConference
Place and date of conference: Bled, Slovenia, 16.-19.6.2019
eISBN: 978-961-286-280-0
Publication year: 2019
Pages range: 639-654
Number of pages in the book: 1244
Publisher: University of Maribor
Place of Publication: Maribor
Publication country: Slovenia
Publication language: English
DOI: https://doi.org/10.18690/978-961-286-280-0.34
Persistent website address: http://press.um.si/index.php/ump/catalog/book/418
Publication open access: Other way freely accessible online
Publication channel open access:
Publication is parallel published (JYX): https://jyx.jyu.fi/handle/123456789/65240
Abstract
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.
Keywords: welfare technology; exercise (people); digital games; user experience; middle-aged persons; older people
Free keywords: exergaming; exergames; digital wellness; older adults; critical incidents; user experience
Contributing organizations
Ministry reporting: Yes
Reporting Year: 2019
JUFO rating: 1