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Perspectives of older adults with chronic disease on the use of wearable technology and video games for physical activity

机译:慢性病患者使用可穿戴技术和视频游戏的慢性疾病的透视

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Background: There is increasing interest in technology to deliver physical rehabilitation and allow clinicians to monitor progress. Examples include wearable activity trackers and active video games (AVGs), where physical activity is required to play the game. However, few studies have explored what may influence the effectiveness of these as technology-based physical activity interventions in older adults with chronic diseases. Objective: This study aimed to explore: 1) perceptions about wearable physical activity trackers; 2) perceptions about using technology to share physical activity information with clinicians; 3) barriers and motivators to playing games, including AVGs for rehabilitation. Methods: Qualitative study based on semi-structured interviews with older adults (n ? 19) with chronic obstructive pulmonary disease (COPD). Results: Wearable activity trackers were perceived as useful to quantify activity, facilitate goal-setting, visualize long-term improvements and provide reminders. Participants generally wished to share data with their clinicians to gain greater accountability, receive useful feedback and improve the quality of clinical care. Participants were motivated to play games (including AVGs) by seeking fun, social interaction and health benefits. Some felt that AVGs were of no benefit or were too difficult. Competition was both a motivator and a barrier. Conclusions: The findings of the present study seek to inform the design of technology to encourage physical activity in older adults with chronic diseases.
机译:背景:对技术的兴趣越来越兴趣,以提供体力康复,并允许临床医生监测进展情况。示例包括可穿戴活动跟踪器和活动视频游戏(AVG),需要进行体育活动播放游戏。然而,很少有研究探索了可能影响这些患有慢性病的老年人的技术的身体活动干预措施。目的:这项研究旨在探索:1)对可穿戴物体活动跟踪器的看法; 2)关于使用技术与临床医生分享身体活动信息的看法; 3)玩游戏的障碍和动机,包括康复的AVG。方法:基于半结构化访谈的定性研究(N?19),慢性阻塞性肺病(COPD)。结果:可穿戴活动跟踪器被认为是对量化活动的有用,促进目标设置,可视化长期改进,并提供提醒。与会者一般希望与他们的临床医生共享数据以获得更高的问责制,获得有用的反馈并提高临床护理的质量。参与者通过寻求乐趣,社会互动和健康福利来玩游戏(包括AVG)。有些人觉得AVG没有福利或太难了。竞争既是动机和障碍。结论:本研究的调查结果旨在为技术设计提供信息,以鼓励患有慢性疾病的老年人体育活动。

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