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 editorsKari, Tuomas

Parent publication32nd Bled eConference : Humanizing Technology for a Sustainable Society

Parent publication editorsPucihar, Andreja; Kljajic Borstnar, Mirjana; Bons, Roger; Seitz, Juergen; Cripps, Helen; Vidmar, Doroteja

Conference:

  • Bled eConference

Place and date of conferenceBled, Slovenia16.-19.6.2019

eISBN978-961-286-280-0

Publication year2019

Pages range639-654

Number of pages in the book1244

PublisherUniversity of Maribor

Place of PublicationMaribor

Publication countrySlovenia

Publication languageEnglish

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

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

Publication open accessOther 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.


Keywordswelfare technologyexercise (people)digital gamesuser experiencemiddle-aged personsolder people

Free keywordsexergaming; exergames; digital wellness; older adults; critical incidents; user experience


Contributing organizations


Ministry reportingYes

Reporting Year2019

JUFO rating1


Last updated on 2024-08-01 at 17:13