ExerG – an exergame-based training device for the rehabilitation of older adults: a functional model usability study

Abstract Background Exergames are interactive technology-based exercise programs. By combining physical and cognitive training components, they aim to preserve independence in older adults and reduce their risk of falling. This study explored whether primary end users (PEU, healthy older adults and...

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Main Authors: Jane Muheim, Isabella Hotz, Franziska Kübler, Silvia Herren, Simon Sollereder, Katharina Kruszewski, Anna Lisa Martin‑Niedecken, Alexandra Schättin, Frank Behrendt, Sonja Böckler, Stefan Schmidlin, Roman Jurt, Stephan Niedecken, Yanick Riederer, Christian Brenneis, Leo H. Bonati, Barbara Seebacher, Corina Schuster‑Amft
Format: Article
Language:English
Published: BMC 2024-12-01
Series:BMC Geriatrics
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Online Access:https://doi.org/10.1186/s12877-024-05617-7
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author Jane Muheim
Isabella Hotz
Franziska Kübler
Silvia Herren
Simon Sollereder
Katharina Kruszewski
Anna Lisa Martin‑Niedecken
Alexandra Schättin
Frank Behrendt
Sonja Böckler
Stefan Schmidlin
Roman Jurt
Stephan Niedecken
Yanick Riederer
Christian Brenneis
Leo H. Bonati
Barbara Seebacher
Corina Schuster‑Amft
author_facet Jane Muheim
Isabella Hotz
Franziska Kübler
Silvia Herren
Simon Sollereder
Katharina Kruszewski
Anna Lisa Martin‑Niedecken
Alexandra Schättin
Frank Behrendt
Sonja Böckler
Stefan Schmidlin
Roman Jurt
Stephan Niedecken
Yanick Riederer
Christian Brenneis
Leo H. Bonati
Barbara Seebacher
Corina Schuster‑Amft
author_sort Jane Muheim
collection DOAJ
description Abstract Background Exergames are interactive technology-based exercise programs. By combining physical and cognitive training components, they aim to preserve independence in older adults and reduce their risk of falling. This study explored whether primary end users (PEU, healthy older adults and patients with neurological and geriatric diagnoses) and secondary end users (SEU, health professionals) evaluated the ExerG functional model to be usable, providing a positive experience and therefore acceptable. Methods We conducted a multi-methods study using several assessments to quantify usability and enjoyment outcomes, along with semi-structured interviews to gain an in-depth understanding of the users’ experiences. Descriptive statistics were used for quantitative outcome measures. For qualitative data, a thematic analysis (TA) using an inductive, data-driven approach was carried out to develop themes for each user group. Results We interviewed 20 PEUs (13 healthy older adults, 7 patients) and 22 SEUs at two rehabilitation centres in Austria and Switzerland. Users' scores of over 70 on the System Usability Scale denoted good usability. On the Physical Activity Enjoyment Scale-16, both PEU groups rated the ExerG highly. Our TA approach identified four themes per user group. Themes from both PEU groups confirmed their enjoyment of training with the ExerG, however more variety and greater challenges were requested. Whilst the patient group appreciated the security given by the harness system, the healthy older adults reported feeling restricted. SEU themes reflected their approval of this novel training device, although a desire for increased difficulty and more individualisation was expressed. Clear instructions and an easy-to-use harness system were acknowledged and useful feedback for the developers emerged. Conclusions The ExerG is usable, offers a positive experience, and can therefore be regarded as an acceptable solution for the combined physical and mental training of older adults. Our findings contribute to the ongoing development of the ExerG, which will be a welcome addition to current training options for this target group. Further research is needed to confirm its effectiveness in preserving or improving functional independence in daily life and reducing the risk of falling.
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spelling doaj-art-e7624d02fde6446184b75519897202e82024-12-22T12:46:34ZengBMCBMC Geriatrics1471-23182024-12-0124111810.1186/s12877-024-05617-7ExerG – an exergame-based training device for the rehabilitation of older adults: a functional model usability studyJane Muheim0Isabella Hotz1Franziska Kübler2Silvia Herren3Simon Sollereder4Katharina Kruszewski5Anna Lisa Martin‑Niedecken6Alexandra Schättin7Frank Behrendt8Sonja Böckler9Stefan Schmidlin10Roman Jurt11Stephan Niedecken12Yanick Riederer13Christian Brenneis14Leo H. Bonati15Barbara Seebacher16Corina Schuster‑Amft17Institute of Physiotherapie, Zurich University of Applied Sciences (ZHAW)Department of Rehabilitation Science, Clinic for Rehabilitation MünsterDepartment of Rehabilitation Science, Clinic for Rehabilitation MünsterResearch Department, Reha RheinfeldenDepartment for Recovery & Rehabilitation, Center On Clinical Stroke Research, VASCage GmbHDepartment for Clinical Trials, Center On Clinical Stroke Research, VASCage GmbHDepartment of Design, Subject Area Game Design, Zurich University of the ArtsSphery LtdResearch Department, Reha RheinfeldenDepartment of Design, Subject Area Game Design, Zurich University of the ArtsDepartment of Design, Subject Area Game Design, Zurich University of the ArtsDepartment of Design, Subject Area Game Design, Zurich University of the ArtsSphery LtdSphery LtdDepartment of Neurology, Clinic for Rehabilitation MünsterResearch Department, Reha RheinfeldenDepartment of Rehabilitation Science, Clinic for Rehabilitation MünsterResearch Department, Reha RheinfeldenAbstract Background Exergames are interactive technology-based exercise programs. By combining physical and cognitive training components, they aim to preserve independence in older adults and reduce their risk of falling. This study explored whether primary end users (PEU, healthy older adults and patients with neurological and geriatric diagnoses) and secondary end users (SEU, health professionals) evaluated the ExerG functional model to be usable, providing a positive experience and therefore acceptable. Methods We conducted a multi-methods study using several assessments to quantify usability and enjoyment outcomes, along with semi-structured interviews to gain an in-depth understanding of the users’ experiences. Descriptive statistics were used for quantitative outcome measures. For qualitative data, a thematic analysis (TA) using an inductive, data-driven approach was carried out to develop themes for each user group. Results We interviewed 20 PEUs (13 healthy older adults, 7 patients) and 22 SEUs at two rehabilitation centres in Austria and Switzerland. Users' scores of over 70 on the System Usability Scale denoted good usability. On the Physical Activity Enjoyment Scale-16, both PEU groups rated the ExerG highly. Our TA approach identified four themes per user group. Themes from both PEU groups confirmed their enjoyment of training with the ExerG, however more variety and greater challenges were requested. Whilst the patient group appreciated the security given by the harness system, the healthy older adults reported feeling restricted. SEU themes reflected their approval of this novel training device, although a desire for increased difficulty and more individualisation was expressed. Clear instructions and an easy-to-use harness system were acknowledged and useful feedback for the developers emerged. Conclusions The ExerG is usable, offers a positive experience, and can therefore be regarded as an acceptable solution for the combined physical and mental training of older adults. Our findings contribute to the ongoing development of the ExerG, which will be a welcome addition to current training options for this target group. Further research is needed to confirm its effectiveness in preserving or improving functional independence in daily life and reducing the risk of falling.https://doi.org/10.1186/s12877-024-05617-7ExergamingVirtual realityOlder adultsGeriatricsUser-centred designExercise rehabilitation
spellingShingle Jane Muheim
Isabella Hotz
Franziska Kübler
Silvia Herren
Simon Sollereder
Katharina Kruszewski
Anna Lisa Martin‑Niedecken
Alexandra Schättin
Frank Behrendt
Sonja Böckler
Stefan Schmidlin
Roman Jurt
Stephan Niedecken
Yanick Riederer
Christian Brenneis
Leo H. Bonati
Barbara Seebacher
Corina Schuster‑Amft
ExerG – an exergame-based training device for the rehabilitation of older adults: a functional model usability study
BMC Geriatrics
Exergaming
Virtual reality
Older adults
Geriatrics
User-centred design
Exercise rehabilitation
title ExerG – an exergame-based training device for the rehabilitation of older adults: a functional model usability study
title_full ExerG – an exergame-based training device for the rehabilitation of older adults: a functional model usability study
title_fullStr ExerG – an exergame-based training device for the rehabilitation of older adults: a functional model usability study
title_full_unstemmed ExerG – an exergame-based training device for the rehabilitation of older adults: a functional model usability study
title_short ExerG – an exergame-based training device for the rehabilitation of older adults: a functional model usability study
title_sort exerg an exergame based training device for the rehabilitation of older adults a functional model usability study
topic Exergaming
Virtual reality
Older adults
Geriatrics
User-centred design
Exercise rehabilitation
url https://doi.org/10.1186/s12877-024-05617-7
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