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Positive Impact of Exergaming on Older Adults' Mental and Social Well-Being: In Search of Evidence

机译:锻炼对老年人心理和社会福祉的积极影响:寻找证据

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Exergames aim at stimulating healthy people or patients needing rehabilitation to do physical exercise to enhance their physical state (e.g., postural balance, muscle power). As older adults generally have more health problems than younger ones, such games could be beneficial to them. Since the introduction of the Wii gaming system by Nintendo in 2006, several literature reviews have been conducted that examine the impact of exergames on older adults' physical well-being. However, less attention has been paid to the potential impact on their mental and social well-being. Therefore, the aim of this paper is to explore what we can learn from previously conducted empirical studies about the impact of exergaming on these kinds of well-being. Although a limited number of literature reviews show that some empirical studies have been conducted around these issues it is not clear that the results are evidence-based. The question remains whether the results can be used by rehabilitation centers and associations for senior citizens to promote exergaming among older adults also for their mental and social well-being. The purpose of this state-of-the-art paper is to present an overview to address this question and to make recommendations about guidelines for the research design of future evidence-based empirical studies.
机译:Exergames旨在刺激健康的人或需要康复以进行体育锻炼以增强其身体状态(例如,姿势平衡,肌肉力量)的患者。由于老年人的健康问题通常比年轻人多,因此这类游戏可能对他们有益。自从2006年任天堂(Nintendo)引入Wii游戏系统以来,已经进行了几篇文献综述,研究了益智游戏对老年人身体健康的影响。但是,人们对其精神和社会福祉的潜在影响的关注却很少。因此,本文的目的是探索我们可以从以前进行的关于锻炼对这些幸福感的影响的经验研究中学到什么。尽管有限的文献综述表明已针对这些问题进行了一些实证研究,但尚不清楚结果是否基于证据。问题仍然在于,康复中心和协会是否可以将结果用于老年人,以促进老年人中的锻炼,以及他们的心理和社会福祉。本文的目的是为了概述该问题,并就未来基于证据的实证研究的研究设计指南提出建议。

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