Usability Study of a Multicomponent Exergame Training for Older Adults with Mobility Limitations
Abstract
:1. Introduction
2. Materials and Methods
2.1. Study Design and Participants
2.2. Exergame Intervention
2.3. Primary Outcomes
2.3.1. Qualitative Observation (Usability Protocol)
2.3.2. System Usability Scale
2.3.3. Qualitative Interview (Semi-Structured Interview)
2.4. Other Outcomes: Intensity Rating
2.5. Data Analysis
3. Results
3.1. Primary Outcome: Usability
3.1.1. Usability Protocol
3.1.2. System Usability Scale
3.1.3. Qualitative Interview Analysis
Game
P09: The diet, with healthy food. Because healthy eating is important to me.
P10: Mommy Chicken. Because you could go up or left/right or down. Is there enough time or not? Will the chicken catch me or not? …
P13: The bookcase because it is very familiar to me from home.
P06: The other minigames were very nice.P10: … The game environment was good and interesting. You knew where you had to go. The picture is good for the game.
P13: The pictures were not so clear. I didn’t necessarily see a vegetable there…. Is that a vegetable or not? Maybe it shouldn’t be drawn so modern, but in a way that you can see more of what it actually is.
P08: I didn’t notice any music, but I’m not that musical either.
P10: … Acoustics were good, the rhythm helps.
P04: I would like to know if I was any better or not, to know the progression.
P06: The feedback was perfect. I have always seen the success very well. I have not missed anything.
P06: Yes, the minigames were structured in an understandable way. I didn’t have to think much…
VITAAL Exergame Interaction
P02: It took me a long time to understand what I had to do. It was difficult at the beginning, but not afterwards.
P06: … It needs someone to do an introduction on the screen, but afterwards it goes very well.
P08: … Explanations would have been good. One could not know what was coming.
P12: Yes. I liked that the game controls were direct and not very complex.
P03: Steps forward and backward were recognized less well compared to left and right. A step to the left was detected better than a step to the right.
P06: The step backwards into the middle was sometimes refused. This bothered me a little and made me feel insecure. I did not know if I was causing this.
P10: Sometimes I was a bit too impatient until the signal from the sensor reached the screen. The screen did not follow.
P10: The arrow is hard to see if you have black shoes. You have to make sure that the arrow is facing forwards.
P06: Yes. The introduction on the screen was not very clear, I needed help… But otherwise, it is actually very simple.
P08: I did not find them easy to handle. I have never put on such sensors.
P14: No, there were no technical problems. Once, the sensors did not react properly.
P12: Yes, it was fun. I haven’t done anything like that in a long time.
P15: I really liked the handling and experience of the VITAAL exergame, I would do it more often.
Body and Mind
P10: Yes, I felt immersed in the game. That has to do with concentration as well. You are immediately focused.
P10: Yes, I noticed how good or bad I was in the game. Especially with the cakes I was wrong for a while, there you had to concentrate a lot. I also saw the points and knew immediately whether I was good or bad.
P08: Did I receive points? I did not notice.
P06: I focused more on the cognitive, 100%.
P12: I focused on solving the task as determinedly as possible and not letting myself get distracted. I focused more on the game.
P15: Back and forth, front and back … I focused more on the steps and the body than on the game.
P14: I focused on both, physical and mental. You have to coordinate both.
P07: Yes, the movements felt natural to me.
P03: I felt good while playing. It was fun, varying, and enjoyable.
P06: … I am enthusiastic about Exergame, I think it is very good. … after 6–7 min you are part of the game.
P12: … There were fluctuations at the beginning, a bit of uncertainty about what it’s all about, what I have to do. After that, it became a bit more relaxed.
Motivation
P10: It was interesting, especially that it had different minigames.
P15: Yes, it really motivated me. I had to move a lot.
P09: The game is fun when you can learn something and improve your reaction.
P10: Yes, I could imagine that the game is still fun after playing it several times and that you become ambitious over time.
P14: It’s certainly good for the body when you do something like this.
P13: I can’t do anything with this subject matter and these drawings. It could be that it becomes boring. For it not to be boring, the subjects and drawings would have to be more realistic, like photographs, not sketches.
P10: Yes, I could imagine it, if you could download it. For the brain, coordination, agility… it has a little bit of everything in it.
Training
P03: Yes, it was challenging. Especially mentally.
P12: To really step on the ground with the tip of your foot was challenging.
P14: In the back was the effort, there was fatigue.
P15: … especially the squats at the end. That’s when I needed a rest.
In contrast, some subjects wished for a more physically demanding training program (n = 5).
P09: … More physically demanding would also be good.
P15: You had to really concentrate, and make sure you took the right steps.
P12: It should not be much more at a time, that half hour was good.
P14: That was good. In the beginning, the training should not be longer.
P09: No, I have never been afraid to fall.
Comparison to Conventional Therapy/Exercises
P15: In my head, I had to do more compared to the other therapies.
P04: It is easier compared to therapy.
P02: About the same effort compared to therapy/everyday life.
Suggestions
P01: It just doesn’t have enough body intensity in it. The body is not used enough in this game.
P15: Yes, I would have more ideas, minigames with animals from the mountains such as chamois or ibex.
3.1.4. Other Outcome Results
4. Discussion
4.1. Limitations
4.2. Implications for the VITAAL Exergame
- Another movement for the “exit function” should be considered, as calf raises seem to be difficult for older adults with mobility limitations.
- Design aspects such as contrast and size are important when it comes to the usability of exergames for older adults. Therefore, the size or contrast of the arrow on the sensors should be adjusted to ensure easier handling. Furthermore, the design of the food in the “Healthy Food” minigame should be revised and presented in a more realistic design.
- Especially for older adults, explanations on how the exergame is installed (sensor connection), how the game control works, and what the game tasks includes are required.
- Even though the step detection algorithm works quite well, minor changes should be made to react faster to participant movements.
5. Conclusions
Supplementary Materials
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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Participant Characteristics | n = 13 |
---|---|
Age in years | 80.5 ± 4.9 (71–89) |
Weight in kg | 69.1 ± 13.6 (51–98) |
Height in cm | 164.3 ± 4.8 (158–172) |
Education in years | 11.9 ± 2.8 (9–19) |
MoCA Score | 26.9 ± 1.9 (24–30) |
SPPB Score | 8.5 ± 1.3 (6–10) |
Sex [n, %] | |
Female | 9 (69.2) |
Male | 4 (30.8) |
Self-evaluation of muscle strength [n, %] | |
Very good | 1 (7.7) |
Good | 2 (15.4) |
Medium | 7 (53.8) |
Bad | 3 (23.1) |
I don’t know | 0 (0.0) |
Problems with legs [n, %] | |
No | 6 (46.2) |
Sometimes | 5 (38.5) |
Always | 2 (15.4) |
I don’t know | 0 (0.0) |
Fear of falling [n, %] | |
Never | 7 (53.8) |
Sometimes | 4 (30.8) |
Often | 1 (7.7) |
Always | 1 (7.7) |
Number of falls during last 6 month * [n, %] | |
Never | 8 (61.5) |
Once | 2 (15.4) |
More than once | 3 (23.1) |
Walking aids [n, %] | |
No | 10 (76.9) |
Cane/Stick/Crutch | 3 (23.1) |
Rollator | 0 (0.0) |
Physical activity [n, %] | |
>3 x/week | 8 (61.5) |
1–3 x/week | 5 (38.5) |
1 x/week | 0 (0.0) |
No | 0 (0.0) |
Use of video games in everyday life [n, %] | |
Yes | 2 (15.4) |
No | 11 (84.6) |
Experience with exergames [n, %] | |
Yes | 8 (61.5) |
No | 5 (38.5) |
Urinary incontinence * [n, %] | |
Yes | 2 (15.4) |
No | 10 (76.9) |
Missing | 1 (7.7) |
Cognitive impairment * [n, %] | |
Yes | 2 (15.4) |
No | 10 (76.9) |
Missing | 1 (7.7) |
VITAAL Exergame Interaction | Summary:Despite the explanations built into the game, additional guidance was needed on the technical equipment, the game controls, and the games. | |
Positive aspects | Negative aspects | |
|
| |
Game Design | Summary:The games were found to be beautifully and interestingly designed. Nevertheless, recognizing specific objects was not always easy. | |
Positive aspects | Negative aspects | |
|
| |
Emotions | Summary:The game is fun, makes you laugh, and motivates you to play. However, if the game is not successful, it can also lead to disappointment, frustration, and dissatisfaction. | |
Positive aspects | Negative aspects | |
|
| |
Exercises | Summary:The steps and the squats can be performed properly and correctly in most cases. Most of the games are not physically demanding, except for the squats. The games are mainly cognitively demanding and require concentration. | |
Positive aspects | Negative aspects | |
|
| |
Risks/ Limitations | Summary:The calf raises, which are needed as an exit function, are not possible for many or only possible with help. Knee pain can limit strength training. | |
Positive aspects | Negative aspects | |
|
|
Physical (0–10 Scale) | Cognitive (0–10 Scale) | |
---|---|---|
Balance | ||
Falling Books [n] | n = 12 | n = 9 |
5.7 ± 1.4 (4–8) | 4.9 ± 2.8 (1–9) | |
Mommy Chicken [n] | n = 8 | n = 5 |
5.6 ± 1.7 (3–8) | 5.6 ± 3.0 (2–9) | |
Cognition | ||
Healthy Food [n] | n = 10 | n = 8 |
2.5 ± 1.7 (0–6) | 4.0 ± 2.2 (2–8) | |
Pizza [n] | n = 10 | n = 9 |
5.2 ± 2.5 (2–9) | 5.9 ± 1.9 (3–8) | |
Shopping List [n] | n = 3 | n = 3 |
3.3 ± 4.2 (0–8) | 5.7 ± 3.5 (2–9) | |
Strength | ||
Narrow Squats [n] | n = 7 | n = 7 |
6.6 ± 1.0 (5–8) | 2.4 ± 2.2 (0–7) | |
Wide Squats [n] | n = 3 | n = 3 |
6.3 ± 2.1 (4–8) | 2.0 ± 2.0 (0–4) |
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Thalmann, M.; Ringli, L.; Adcock, M.; Swinnen, N.; de Jong, J.; Dumoulin, C.; Guimarães, V.; de Bruin, E.D. Usability Study of a Multicomponent Exergame Training for Older Adults with Mobility Limitations. Int. J. Environ. Res. Public Health 2021, 18, 13422. https://doi.org/10.3390/ijerph182413422
Thalmann M, Ringli L, Adcock M, Swinnen N, de Jong J, Dumoulin C, Guimarães V, de Bruin ED. Usability Study of a Multicomponent Exergame Training for Older Adults with Mobility Limitations. International Journal of Environmental Research and Public Health. 2021; 18(24):13422. https://doi.org/10.3390/ijerph182413422
Chicago/Turabian StyleThalmann, Melanie, Lisa Ringli, Manuela Adcock, Nathalie Swinnen, Jacqueline de Jong, Chantal Dumoulin, Vânia Guimarães, and Eling D. de Bruin. 2021. "Usability Study of a Multicomponent Exergame Training for Older Adults with Mobility Limitations" International Journal of Environmental Research and Public Health 18, no. 24: 13422. https://doi.org/10.3390/ijerph182413422
APA StyleThalmann, M., Ringli, L., Adcock, M., Swinnen, N., de Jong, J., Dumoulin, C., Guimarães, V., & de Bruin, E. D. (2021). Usability Study of a Multicomponent Exergame Training for Older Adults with Mobility Limitations. International Journal of Environmental Research and Public Health, 18(24), 13422. https://doi.org/10.3390/ijerph182413422