Effects of Social Interaction Mechanics in Pervasive Games on the Physical Activity Levels of Older Adults: Quasi-Experimental Study – ScienceOpen
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      Effects of Social Interaction Mechanics in Pervasive Games on the Physical Activity Levels of Older Adults: Quasi-Experimental Study

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          Abstract

          Background

          The novel genre of pervasive games, which aim to create more fun and engaging experiences by promoting deeper immersion, could be a powerful strategy to stimulate physical activity among older adults. To use these games more effectively, it is necessary to understand how different design elements affect player behavior.

          Objective

          The aim was to vary a specific design element of pervasive games for older adults, namely social interaction, to test the effect on levels of physical activity.

          Methods

          Over 4 weeks, two variations of the same pervasive game were compared: social interaction for the test group and no social interaction for the control group. In both versions, players had to walk to physical locations and collect virtual cards, but the social interaction version allowed people to collaborate to obtain more cards. Weekly step counts were used to evaluate the effect on each group, and the number of places visited was used as an indicator of play activity.

          Results

          A total of 32 participants were recruited (no social interaction=15, social interaction=17); 18 remained until the end of the study (no social interaction=7, social interaction=11). Step counts during the first week were used as the baseline (no social interaction: mean 17,099.4, SE 3906.5; social interaction: mean 17,981.9, SE 2171.1). For the following weeks, changes to individual baseline were as follows for no social interaction (absolute/proportional): 383.8 (SE 563.8)/1.1% (SE 4.3%), 435.9 (SE 574.5)/2.2% (SE 4.6%), and −106.1 (SE 979.9)/−2.6% (SE 8.1%) for weeks 2, 3, and 4, respectively. For social interaction they were 3841.9 (SE 1425.4)/21.7% (SE 5.1%), 2270.6 (SE 947.1)/16.5% (SE 4.4%), and 2443.4 (SE 982.6)/17.9% (SE 4.7%) for weeks 2, 3, and 4, respectively. Analysis of group effect was significant (absolute change: η 2=.19, P=.01; proportional change: η 2=.27, P=.009). Correlation between the proportional change and the play activity was significant ( r=.34, 95% CI 0.08 to 0.56), whereas for absolute change it was not.

          Conclusions

          Social interaction design elements of the pervasive game may have some positive effects on the promotion of physical activity, although other factors might also have influenced this effect.

          Trial Registration

          Japan Medical Association Clinical Trial Registration Number JMA-IIA00314; https://dbcentre3.jmacct.med.or.jp/JMACTR/App/JMACTRS06/JMACTRS06.aspx?seqno=7274 (Archived by WebCite at http://www.webcitation.org/761a6MVAy)

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          Most cited references33

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          Association between physical activity and quality of life in the elderly: a systematic review, 2000-2012

          Objective: To review information regarding the association of physical activity (PA) with quality of life (QoL) in the elderly and to identify the study designs and measurement instruments most commonly used in its assessment, in the period 2000-2012. Methods: Relevant articles were identified by a search of four electronic databases and cross-reference lists and by contact with the authors of the included manuscripts. Original studies on the association between PA and QoL in individuals aged 60 years or older were examined. The quality of studies as well as the direction and the consistency of the association between PA and QoL were evaluated. Results: A total of 10,019 articles were identified as potentially relevant, but only 42 (0.42%) met the inclusion criteria and were retrieved and examined. Most studies demonstrated a positive association between PA and QoL in the elderly. PA had a consistent association with the following QoL domains: functional capacity; general QoL; autonomy; past, present and future activities; death and dying; intimacy; mental health; vitality; and psychological. Conclusion: PA was positively and consistently associated with some QoL domains among older individuals, supporting the notion that promoting PA in the elderly may have an impact beyond physical health. However, the associations between PA and other QoL domains were moderate to inconsistent and require further investigation.
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            Social interaction, loneliness, and emotional well-being among the elderly.

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              Digital game design for elderly users

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                Author and article information

                Contributors
                Journal
                JMIR Serious Games
                JMIR Serious Games
                JSG
                JMIR Serious Games
                JMIR Publications (Toronto, Canada )
                2291-9279
                Jul-Sep 2019
                22 July 2019
                : 7
                : 3
                : e13962
                Affiliations
                [1 ] Graduate School of Informatics Kyoto University Kyoto Japan
                [2 ] Division of Medical Information Technology and Administration Planning Kyoto University Hospital Kyoto Japan
                [3 ] Faculty UnB Ceilândia University of Brasília Brasília Brazil
                [4 ] Escola Superior de Educação Física Federal University of Pelotas Pelotas Brazil
                [5 ] Preemptive Medicine & Lifestyle-Related Disease Research Center Kyoto University Hospital Kyoto Japan
                [6 ] Graduate Program in Informatics University of Brasília Brasília Brazil
                [7 ] Graduate School of Medicine Kyoto University Kyoto Japan
                Author notes
                Corresponding Author: Luciano Henrique De Oliveira Santos lhsantos@ 123456kuhp.kyoto-u.ac.jp
                Author information
                http://orcid.org/0000-0003-0126-6583
                http://orcid.org/0000-0002-9079-2253
                http://orcid.org/0000-0002-9332-9029
                http://orcid.org/0000-0002-0436-9935
                http://orcid.org/0000-0003-1629-6195
                http://orcid.org/0000-0002-2014-7195
                http://orcid.org/0000-0003-0190-1321
                http://orcid.org/0000-0002-7328-5479
                http://orcid.org/0000-0003-3512-054X
                http://orcid.org/0000-0003-1472-7203
                Article
                v7i3e13962
                10.2196/13962
                6681637
                31333202
                199c760d-b830-4b7a-9194-80cee7927d77
                ©Luciano Henrique De Oliveira Santos, Kazuya Okamoto, Silvana Schwerz Funghetto, Adriana Schüler Cavalli, Shusuke Hiragi, Goshiro Yamamoto, Osamu Sugiyama, Carla Denise Castanho, Tomoki Aoyama, Tomohiro Kuroda. Originally published in JMIR Serious Games (http://games.jmir.org), 22.07.2019.

                This is an open-access article distributed under the terms of the Creative Commons Attribution License ( https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Serious Games, is properly cited. The complete bibliographic information, a link to the original publication on http://games.jmir.org.as well as this copyright and license information must be included.

                History
                : 8 March 2019
                : 3 April 2019
                : 29 May 2019
                : 7 July 2019
                Categories
                Original Paper
                Original Paper

                aged,physical activity,pervasive games,social interaction

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