A4 Article in conference proceedings
Exergaming Experiences of Older Adults : A Critical Incident Study (2019)


Kari, Tuomas (2019). Exergaming Experiences of Older Adults : A Critical Incident Study. In Pucihar, Andreja; Kljajic Borstnar, Mirjana; Bons, Roger; Seitz, Juergen; Cripps, Helen; Vidmar, Doroteja (Eds.) 32nd Bled eConference : Humanizing Technology for a Sustainable Society. Maribor: University of Maribor, 639-654. DOI: 10.18690/978-961-286-280-0.34 http://press.um.si/index.php/ump/catalog/book/418


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

Persistent website address: http://press.um.si/index.php/ump/catalog/book/418

Open Access: Other way freely accessible online

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: health care engineering; exercise (people); digital games; user experience; middle-aged persons; senior citizens

Free keywords: exergaming; exergames; digital wellness; older adults; critical incidents; user experience


Contributing organizations


Ministry reporting: Yes

Reporting Year: 2019

JUFO rating: 1


Last updated on 2020-18-08 at 13:21