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eSports Participation among Hong Kong Middle-Aged and Older Adults: A Qualitative Study. HUMAN BEHAVIOR AND EMERGING TECHNOLOGIES 2023. [DOI: 10.1155/2023/6798748] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/09/2023]
Abstract
The HK Special Administrative Region Government has been making efforts to promote active aging among older adults. This qualitative study is aimed at gaining an understanding of the perception of and experiences in eSports among middle-aged and older adults in HK, China, using the Theory of Planned Behavior. Thirty-nine adults aged >45 years were stratified by (a) whether they had experience of participating in eSports and (b) age (i.e., 45–64 years vs. ≥65 years). In addition, 10 administrators working in community centres for middle-aged and older adults were invited for a semistructured interview. The results revealed the pertinent themes of (a) behavioral beliefs (physical benefits (enhanced physical activity levels, body coordination, and cognition), social benefits (increased interactions and team communication and enlarged social circle), psychological benefits (stereotype breaking, sense of recognition, enjoyment, and improved mood), and adverse health effects (psychological intensity, frustration, obsession with winning, overuse strain, and sleep disturbance)), (b) normative beliefs (support and encouragement from family and nonfamily members), and (c) control beliefs (game content, program personnel attitude, resource availability (venue, equipment, and manpower), administrators’ perspectives, and support from the industry). The study results will be instrumental to the development of related interventions and instruments for middle-aged and older adults, will enable researchers to explore the benefits of eSports programs for the studied population, and will promote healthy and active aging in the long term.
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Santana CP, Nunes HAS, Silva AN, Azeredo CM. [Association between parental supervision and sedentary behavior and physical inactivity and among Brazilian adolescents]. CIENCIA & SAUDE COLETIVA 2021; 26:569-580. [PMID: 33605334 DOI: 10.1590/1413-81232021262.07272019] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/17/2018] [Accepted: 07/24/2019] [Indexed: 11/21/2022] Open
Abstract
The scope of this study was to assess the association between parental supervision and sedentary behavior and physical inactivity among Brazilian adolescents. Data of 102,072 students attending 9th grade from public and private school gathered in the 2015 Brazilian National Survey of School Health (PeNSE) were used. Adolescents were sedentary and physical inactive when they spent ≥3 hours/day sitting and practiced less then 60min/day of physical activity, respectively. Frequency of parental supervision (never, sometimes, always) was assessed through checking school homework, knowledge about what the adolescents do in their free time and understanding their problems. Logistic regression was applied and duly adjusted for sociodemographic variables. Among the adolescents, 56.3% were sedentary and 78.1% were inactive. Checking school homework was associated with lower odds of physical inactivity and sedentary behavior. Knowing what adolescents did in their free time and inspecting their belongings was associated with lower odds of physical inactivity. The understanding of problems by parents/guardians was associated with lower odds of sedentary behavior. The conclusion drawn is that greater parental supervision is associated with less physical inactivity and less sedentary behavior.
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Affiliation(s)
- Clara Pereira Santana
- Graduação em Gestão em Saúde Ambiental, Instituto de Geografia, Universidade Federal de Uberlândia (UFU). Av. Pará 1720, Umuarama. 38405-320 Uberlândia MG Brasil.
| | - Hiago Alessandro Soares Nunes
- Graduação em Gestão em Saúde Ambiental, Instituto de Geografia, Universidade Federal de Uberlândia (UFU). Av. Pará 1720, Umuarama. 38405-320 Uberlândia MG Brasil.
| | - Aline Natália Silva
- Programa de Pós-Graduação em Ciências da Saúde, Faculdade de Medicina, UFU. Uberlândia MG Brasil
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Exergaming as a Community Program for Older Adults: The Effects of Social Interaction and Competitive Information. J Aging Phys Act 2020; 29:466-474. [PMID: 33120364 DOI: 10.1123/japa.2020-0188] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/12/2020] [Revised: 08/01/2020] [Accepted: 08/10/2020] [Indexed: 11/18/2022]
Abstract
This study examined how different types of social interaction and competitive information in exergaming affect older adults' motivation and attitude toward playing exergames. A 2 (time: pre- vs. posttest) × 3 (social interaction: play alone vs. play with peer vs. play with youth) × 2 (competition: competition informed vs. noncompetition informed) mixed experiment was conducted with 319 Singaporean older adults over 6 weeks through a three-way analysis of variance. Social interaction was found to significantly affect the changes of extrinsic motivation over time, while competitive information affected intrinsic motivation significantly. The results showed significant three-way interaction effects between time, social interaction, and competitive information on older adults' extrinsic and intrinsic motivations. The changes of attitude over time were not affected by either social interaction or competitive information. The findings contribute to aging research and advance the knowledge of potential factors that promote the effective implementation of exergames for community older adults.
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Zhao Y, Feng H, Wu X, Du Y, Yang X, Hu M, Ning H, Liao L, Chen H, Zhao Y. Effectiveness of Exergaming in Improving Cognitive and Physical Function in People With Mild Cognitive Impairment or Dementia: Systematic Review. JMIR Serious Games 2020; 8:e16841. [PMID: 32602841 PMCID: PMC7367532 DOI: 10.2196/16841] [Citation(s) in RCA: 58] [Impact Index Per Article: 14.5] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/30/2019] [Revised: 02/19/2020] [Accepted: 04/12/2020] [Indexed: 02/06/2023] Open
Abstract
BACKGROUND Individuals with mild cognitive impairment and dementia have impaired physical and cognitive functions, leading to a reduced quality of life compared with those without such impairment. Exergaming, which is defined as a combination of exercise and gaming, is an innovative, fun, and relatively safe way to exercise in a virtual reality or gaming environment. Therefore, exergaming may help people living with mild cognitive impairment or dementia to overcome obstacles that they may experience regarding regular exercise and activities. OBJECTIVE The aim of this systematic review was to review studies on exergaming interventions administered to elderly individuals with mild cognitive impairment and dementia, and to summarize the results related to physical and cognitive functions such as balance, gait, executive function, and episodic memory. METHODS We searched Cochrane Central Register of Controlled Trials (CENTRAL), Medline, Embase, PsycINFO, Amed, and Nursing Database for articles published from the inception of the respective databases to January 2019. We included all clinical trials of exergaming interventions in individuals with mild cognitive impairment and dementia for review. The risk of bias was independently evaluated by two reviewers using the Cochrane Collaboration and Risk of Bias in Non-randomized Studies of Interventions tools. RESULTS Ten studies involving 702 participants were included for review. There was consistent evidence from 7 studies with a low risk of bias showing statistically significant effects of exergaming on cognitive functioning in people with mild cognitive impairment and dementia. With respect to physical function, 3 of 5 full-scale studies found positive results, and the intensity of most games was classified as moderate. CONCLUSIONS Overall, exergaming is an innovative tool for improving physical and cognitive function in people with mild cognitive impairment or dementia, although there is high heterogeneity among studies in terms of the duration, frequency, and gaming platform used. The quality of the included articles was moderate to high. More high-quality studies with more accurate outcome indicators are needed for further exploration and validation of the benefits of exergaming for this population.
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Affiliation(s)
- Yinan Zhao
- Xiangya School of Nursing, Central South University, Changsha, China
| | - Hui Feng
- Xiangya School of Nursing, Central South University, Changsha, China
- Xiangya-Oceanwide Health Management Research Institute, Central South University, Changsha, China
- National Clinical Research Center for Geriatric Disorders, Xiangya Hospital, Changsha, China
| | - Xinyin Wu
- Xiangya School of Public Health, Central South University, Changsha, China
| | - Yan Du
- School of Nursing, University of Texas Health Science Center, San Antonio, TX, United States
| | - Xiufen Yang
- Xiangya School of Nursing, Central South University, Changsha, China
| | - Mingyue Hu
- Xiangya School of Nursing, Central South University, Changsha, China
| | - Hongting Ning
- Xiangya School of Nursing, Central South University, Changsha, China
| | - Lulu Liao
- Xiangya School of Nursing, Central South University, Changsha, China
| | - Huijing Chen
- Xiangya School of Nursing, Central South University, Changsha, China
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Soltani P, Figueiredo P, Vilas-Boas JP. Does exergaming drive future physical activity and sport intentions? J Health Psychol 2020; 26:2173-2185. [PMID: 32114831 DOI: 10.1177/1359105320909866] [Citation(s) in RCA: 9] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 02/05/2023] Open
Abstract
We studied how usability and playability of sport exergames affect future intentions of participation in physical activity or actual sport. We employed questionnaires to measure participants' enjoyment, usability, game-experience, and future intentions of physical activity and real sport. We compared the outcomes based on players' gender, previous real-swimming, and exergame experience. Psychological parameters were not different between groups but players without exergame experience enjoyed the game more. Physical activity intentions increased for all participants but not swimming intentions. The limitations of current gaming systems and their effects on players' gaming experience and intentions are discussed.
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Affiliation(s)
- Pooya Soltani
- Centre of Research, Education, Innovation and Intervention in Sport (CIFI2D), Porto Biomechanics Laboratory (LABIOMEP), University of Porto, Portugal.,Etienne-Jules Marey Institute of Movement Sciences, Aix-Marseille University, France.,Assistive Technologies Innovation Centre (ATiC), University of Wales Trinity Saint David, UK.,Department of Physical Education and Sport Sciences, School of Education and Psychology, Shiraz University, Iran
| | - Pedro Figueiredo
- Portuguese Football School, Portuguese Football Federation, Portugal.,Research Center in Sports Sciences, Health Sciences and Human Development, CIDESD, University Institute of Maia, ISMAI, Portugal
| | - João Paulo Vilas-Boas
- Centre of Research, Education, Innovation and Intervention in Sport (CIFID), Porto Biomechanics Laboratory (LABIOMEP), University of Porto, Portugal
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Fang Y, Ma Y, Mo D, Zhang S, Xiang M, Zhang Z. Methodology of an exercise intervention program using social incentives and gamification for obese children. BMC Public Health 2019; 19:686. [PMID: 31159776 PMCID: PMC6547593 DOI: 10.1186/s12889-019-6992-x] [Citation(s) in RCA: 15] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/17/2019] [Accepted: 05/16/2019] [Indexed: 12/15/2022] Open
Abstract
BACKGROUND Traditional exercise [supervised exercise (SE)] intervention has been proved to be one of the most effective ways to improve metabolic health. However, most exercise interventions were on a high-cost and small scale, moreover lacking of the long-term effect due to low engagement. On the other hand, it was noteworthy that gamification and social incentives were promising strategies to increase engagement and sustain exercise interventions effects; as well as mobile technologies such as WeChat also can provide an appropriate platform to deploy interventions on a broader, low-cost scale. Thus, we aim to develop a novel exercise intervention ('S&G exercise intervention') that combines SE intervention with gamification and social incentives design through WeChat, with the aim of improving metabolic health and poor behaviors among overweight and obesity children. METHODS We propose a randomized controlled trial of a 'S&G exercise intervention' among 420 overweight and obese children who have at least one marker of metabolic syndrome. Children will be randomized to control or intervention group in a 1:1 ratio. The exercise intervention package includes intervention designs based on integrated social incentives and gamification theory, involving targeted essential volume and intensity of activity (skipping rope) as well as monitoring daily information and providing health advice by WeChat. Participants will undertake assessments at baseline, at end of intervention period, in the follow-up time at months 3,6,12. The primary outcome is outcome of metabolic health. Secondary outcomes include behavioral (e.g., diary physical activity, diet) and anthropometric measures (e.g., body fat rate and muscle mass). DISCUSSIONS This will be the first study to design an exercise intervention model that combines traditional supervised exercise (SE) intervention with gamification and social incentives theory through WeChat. We believed that this study could explore a low-cost, easy-to-popularize, and effective exercise intervention model for improving metabolic health and promote healthy among obese children. Furthermore, it will also provide important evidence for guidelines to prevent and improve metabolic health and health behaviors. TRIAL REGISTRATION 10-04-2019;Registration number: ChiCTR1900022396 .
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Affiliation(s)
- Yue Fang
- School of Public Health, Shanghai Jiao Tong University, Shanghai, 200025, China
| | - Yunsheng Ma
- Division of Preventive and Behavioral Medicine, Department of Medicine, University of Massachusetts Medical School, Worcester, MA, 01655, USA
| | - Dandan Mo
- School of Public Health, Shanghai Jiao Tong University, Shanghai, 200025, China
| | | | - Mi Xiang
- School of Public Health, Shanghai Jiao Tong University, Shanghai, 200025, China.
| | - Zhiruo Zhang
- School of Public Health, Shanghai Jiao Tong University, Shanghai, 200025, China.
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Mo D, Xiang M, Luo M, Dong Y, Fang Y, Zhang S, Zhang Z, Liang H. Using Gamification and Social Incentives to Increase Physical Activity and Related Social Cognition among Undergraduate Students in Shanghai, China. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2019; 16:E858. [PMID: 30857261 PMCID: PMC6427787 DOI: 10.3390/ijerph16050858] [Citation(s) in RCA: 7] [Impact Index Per Article: 1.4] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 01/17/2019] [Revised: 03/02/2019] [Accepted: 03/04/2019] [Indexed: 12/18/2022]
Abstract
Gamification and social incentives are promising strategies to increase the effectiveness of web-based physical activity (PA) interventions by improving engagement. In this study, we designed a PA intervention integrating gamification and social incentives based on the most popular social networking service in China, WeChat. A controlled trial involving 52 Chinese undergraduate students was implemented to evaluate the effectiveness of the intervention. Subjects in the intervention group received a 7-week intervention. PA behavior and related social cognitive variables according to the theory of planned behavior were measured at the baseline and after the intervention. Daily physical activity duration was measured during the intervention. The results showed that PA-related subjective norms, perceived behavior control, and intention, as well as self-reported vigorous physical activity and moderate physical activity in the intervention group, were increased after the intervention, compared with the control group (p <0.05). During the intervention, perceived daily physical activity duration in the intervention group was on the rise, while it declined in the control group (p <0.001). The findings indicate that WeChat-based intervention integrating gamification and social incentives could effectively increase subjectively measured PA and related social cognition among Chinese undergraduate students and that it is a promising way to ameliorate the problem of insufficient PA among youths.
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Affiliation(s)
- Dandan Mo
- School of Public Health, Shanghai Jiao Tong University, Shanghai 200025, China.
| | - Mi Xiang
- School of Public Health, Shanghai Jiao Tong University, Shanghai 200025, China.
| | - Mengyun Luo
- School of Public Health, Shanghai Jiao Tong University, Shanghai 200025, China.
- School of Public Health, and Charles Perkins Centre, University of Sydney, Sydney, NSW 2006, Australia.
| | - Yuanyuan Dong
- School of Public Health, Shanghai Jiao Tong University, Shanghai 200025, China.
- Child Health Advocacy Institute, Shanghai Children's Medical Center, School of Medicine, Shanghai Jiao Tong University, Shanghai 200127, China.
| | - Yue Fang
- School of Public Health, Shanghai Jiao Tong University, Shanghai 200025, China.
| | | | - Zhiruo Zhang
- School of Public Health, Shanghai Jiao Tong University, Shanghai 200025, China.
| | - Huigang Liang
- College of Business, East Carolina University, Greenville, NC 27858, USA.
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