Understanding the Wii Exergames Use: Voices from Assisted Living Residents

Ying Yu Chao, Kathleen T. Lucke, Yvonne K. Scherer, Carolyn A. Montgomery

Research output: Contribution to journalArticlepeer-review

2 Scopus citations

Abstract

DESIGN: Self-efficacy theory was incorporated into the design of the Wii Fit exergaming program.

METHOD: Fifteen participants (mean age: 87.07 ± 3.92) received the program twice a week for 4 weeks. Semi-structural individual interview was conducted after the program. Interview responses were analyzed using basic content analysis methods.

FINDINGS: Five themes emerged that facilitated participants? desire to exercise: (1) health and mobility; (2) increased alertness; (3) elevated mindset; (4) social interaction; and (5) structured program. Barriers to engage in exercise included: (1) age- or health-related impairments to exercise; and (2) unpleasant experiences related to exercise.

CONCLUSIONS: An intervention incorporating self-efficacy and Wii exergames did result in the identification of cognitive, physical, and psychosocial benefits and barriers to exercise.

PURPOSE: The study was to understand the facilitators and barriers to exercise using exergames among assisted living residents, particularly in the area of cognitive, physical, and psychosocial effects.

Original languageAmerican English
Pages (from-to)279-288
Number of pages10
JournalRehabilitation nursing : the official journal of the Association of Rehabilitation Nurses
Volume41
Issue number5
DOIs
StatePublished - Sep 1 2016

ASJC Scopus subject areas

  • General Nursing
  • Physical Therapy, Sports Therapy and Rehabilitation
  • Rehabilitation

Keywords

  • Exergames
  • older adults
  • physical activity
  • self-efficacy theory

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