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Go&Grow: A Social Exergame to Promote Well-Being Among Dementia Caregivers

机译:去&成长:促进痴呆照顾者中幸福的社会exergame

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Abstract Dementia caregivers are at risk for poor health outcomes due to high stress and little time for health-promoting behaviors. The current study examined whether Go&Grow, an exergame (digital game in which play involved real-world physical activity), could increase caregivers’ physical activity and social contact and reduce their stress. Go&Grow allows participants to grow flowers virtually as they increase their physical activity. Participants can also interact with others on Go&Grow. Go&Grow was piloted with 18 dementia caregivers (ages 22-70) over a six-week period. Multilevel modeling results showed that weeks with more Go&Grow usage were associated with more steps and more social contact. Days with more social contacts on Go&Grow were associated with more physical activity. Participants reported they were able to manage their distress better at posttest compared to the pretest. The discussion will highlight study limitations as well as implications for technology-based game and intervention design for caregiver well-being. Part of a symposium sponsored by Technology and Aging Interest Group.
机译:由于高压力和促进健康行为的时间,摘要痴呆症护理人员因健康结果差而冒险。目前的研究审查了是否加入&增长,一个Exergame(涉及现实世界的数字游戏)可以增加护理人员的身体活动和社会接触,减轻压力。 Go&Gener允许参与者几乎在增加身体活动时几乎成长。参与者也可以随时与他人进行互动。在六周期间,Go&Grow曾被驾驶过18名痴呆症护理人员(22-70岁)。多级建模结果表明,随着更多的步骤和更多的步骤和更多的社交接触,几周数周数。 Go&Gen的社交联系的日子与更多的身体活动相关。与预测试相比,参与者报告他们能够在后塔中更好地管理他们的痛苦。讨论将突出研究限制以及对护理人员福祉的基于技术的游戏和干预设计的影响。由技术和老龄化兴趣集团赞助的研讨会的一部分。

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