Portuguese Tradition Inspired Exergames for Older People - Strategic Tools to Promote Functional Fitness

Populations are becoming older in developed countries with the low birth rates and increased life expectancy. A third of the European population is estimated to be over 65 by 2060 (European Commission, Economic and Financial Affairs, 2012). At the same time, sedentary lifestyles are the 4th mortality factor worldwide (World Health Organization). Exergames, exercise video games, have been under research as an application of technology that can help older adults to keep physically active independently, having impact in both physical and cognitive functions (Anderson-Hanley et al., 2012; Molina et al., 2014). In this paper, we summarize a set of four exergames for older people that are designed to provide functional fitness training and can be deployed in a senior gymnasium.

Methods   

To produce exergames that would have a positive and significant physical impact in our players’ life, we started by grounding them on health requirements. From the Senior Fitness Test framework (Rikli and Jones, 2013), we identified the most relevant dimensions to be trained as: motor ability (balance, agility and flexibility), aerobic endurance and muscular strength (lower and upper limbs, and trunk). A set of exercises to be incorporated in the games was developed by sport science professionals based on these dimensions. The technical setup of our exergames has a Kinect V2 camera is set in front of the user to capture his/her motion and serve as game controller. A projector is pointed to the floor to act as display. Through several brainstorming sessions, we chose to develop the games under the umbrella scenario of a national tour of Portugal, where each game would replicate characteristics of individual regional traditions. Three elements - health requirements, technological setup, and scenario - were used as foundation and a development game jam was organized. This included the participation of three videogame designers, three graphical artists, two psychologists, two sport science professionals, five programmers and three games for health experts. A set of four game prototypes were developed. These were tested to collect qualitative feedback on what to improve in the prototypes with nine users (8 females; age: M=62.3, SD=6.2) and two trainers of an elderly gym. This feedback was analysed and integrated into the final version of our exergames.

Reference

Gonçalves, A., Muñoz, J., Gouveia, E., Cameirão, M. S., & Badia, S. B. i. (2017). Portuguese Tradition Inspired Exergames for Older People - Strategic Tools to Promote Functional Fitness. In icSports 2017






Comments