# Exergaming to Increase Physical Activity in Older Adults: Feasibility and Practical Implications

**Authors:** Patrik Rytterström, Anna Strömberg, Tiny Jaarsma, Leonie Klompstra

PMC · DOI: 10.1007/s11897-024-00675-9 · 2024-07-18

## TL;DR

This paper explores how older adults can use exergaming to increase physical activity, highlighting both its potential benefits and challenges.

## Contribution

The study introduces the ExerGameFlow model, offering practical design implications for exergames tailored to older adults.

## Key findings

- Exergaming is perceived as enjoyable by older adults, especially due to social interactions.
- Technical and safety challenges exist, requiring thorough familiarization and support for successful adoption.
- The ExerGameFlow model was developed to guide future exergame design for older adults.

## Abstract

To evaluate the feasibility of exergaming among older adults, focusing on acceptability, demand, implementation, and practicality. Additionally, to offer practical implications based on the review's findings.

Exergaming is a safe for older adults, potentially increasing physical activity, balance, cognition, and mood. Despite these possible benefits, barriers such as unfamiliarity with equipment, complex controls, and unclear instructions may challenge older adults in exergaming.

Based on the experience of older adults, they found exergaming enjoyable, particularly the social interactions. Exergaming was perceived as physically and cognitively demanding, with technical and safety challenges. Introducing exergaming requires thorough familiarization, including written and video instructions, follow-up support, and home accessibility. To be able to follow improvements during exergaming as well as age-appropriate challenges are important for successful integration into daily life.

Based on these findings, an ExerGameFlow model for older adults was developed which provides practical implications for future design of exergames and interventions.

The online version contains supplementary material available at 10.1007/s11897-024-00675-9.

## Full-text entities

- **Diseases:** neurocognitive disorder (MESH:D019965), multiple sclerosis (MESH:D009103), muscle pain (MESH:D063806), physical disabilities (MESH:D059445), depressive symptoms (MESH:D003866), heart failure (MESH:D006333), stroke (MESH:D020521)
- **Species:** Homo sapiens (human, species) [taxon 9606]

## Figures

2 figures with captions in the complete paper: https://tomesphere.com/paper/PMC11333506/full.md

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Source: https://tomesphere.com/paper/PMC11333506