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Increase Physical Fitness and Create Health Awareness through Exergames and Gamification: The Role of Individual Factors, Motivation and Acceptance

机译:通过运动和游戏化提高身体素质并提高健康意识:个人因素,动机和接受的作用

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Demographic change and the aging population push health and welfare system to its limits. Increased physical fitness and increased awareness for health issues will help elderly to live independently for longer and will thereby reduce the costs in the health care system. Exergames seem to be a promising solution for promoting physical fitness. Still, there is little evidence under what conditions Exergames will be accepted and used by elderly. To investigate promoting and hindering factors we conducted a user study with a prototype of an Exergame. We contrasted young vs. elderly players and investigated the role of gamer types, personality factors and technical expertise on the performance within the game and changes in the attitude towards individual health after the game. Surprisingly, performance within the game is not affected by performance motivation but by gamer type. More importantly, a universal positive effect on perceived pain is detected after the Exergame intervention.
机译:人口变化和人口老龄化将健康和福利体系推向了极限。增强的身体素质和对健康问题的认识将帮助老年人独立生活更长的时间,从而降低医疗保健系统的成本。 Exergames似乎是促进身体健康的有前途的解决方案。但是,几乎没有证据表明老年人在什么情况下会接受和使用Exergames。为了研究促进因素和阻碍因素,我们使用Exergame的原型进行了用户研究。我们比较了年轻玩家和老年玩家,并研究了游戏类型,性格因素和技术专长在游戏中的表现以及赛后对个人健康的态度变化方面的作用。令人惊讶的是,游戏中的性能不受性能动机的影响,但受玩家类型的影响。更重要的是,在Exergame干预后,检测到对感觉到的疼痛具有普遍的积极影响。

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