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Exploring the design and evaluation of social exergames for older adults: a systematic review

  • Shi Qiu (Corresponding author-nrf)
  • , Xiongjie Yang
  • , Kai Kang (Corresponding author)
  • , Sunxiya Zhang
  • , Ting Han (Corresponding author)
  • , Jun Hu
  • , Matthias Rauterberg

Onderzoeksoutput: Bijdrage aan tijdschriftArtikel recenserenpeer review

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Samenvatting

As society ages, the development of exergames that promote social interaction among older adults has received increasing attention from the HCI community. We conducted a systematic review of social exergames targeted at older adults, with a specific focus on examining system design and research evaluation, which are often considered fundamental and critical aspects of HCI research. A systematic literature search of five databases (ACM, Scopus, Web of Science, Science Direct, PubMed) was conducted using keywords related to “exergames,” “social interaction,” and “aging”. Thirty-two papers met inclusion criteria and were finally analyzed. A three-dimensional taxonomy of social exergaming technologies was presented, categorized by six types of input devices, three types of output devices, and two categories of software platforms. Camera-based devices and game console controllers were the most commonly used input devices, with large screen displays being the primary output choice. Although most games required custom development, commercially available games were also utilized, particularly with game console controllers. Most studies used a time-series design to observe longitudinal user experiences, as the social effects of exergames need significant time accumulation. Another frequently used research design was the between-subjects design, often used with older adults in general rather than with people with dementia, as it is easier to recruit large samples in the former. For data collection, questionnaires were predominantly used to evaluate social interaction, usability, motivation, and satisfaction in social exergames for older adults. Other mainstream data collection methods included interviews and observations, almost all of which adopted qualitative analysis. We contribute an overview of social exergames fostering social interaction among older adults and provide insights to facilitate future development and research efforts.

Originele taal-2Engels
Pagina's (van-tot)3323-3346
Aantal pagina's24
TijdschriftUniversal Access in the Information Society
Volume24
Nummer van het tijdschrift4
Vroegere onlinedatum21 jun. 2025
DOI's
StatusGepubliceerd - nov. 2025

Bibliografische nota

Publisher Copyright:
© The Author(s), under exclusive licence to Springer-Verlag GmbH Germany, part of Springer Nature 2025.

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