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Wii or Kinect? A Pilot Study of the Exergame Effects on Older Adults’ Physical Fitness and Psychological Perception

Jinhui Li, Long Li, Peng Huo, Cheng Ma, Linlin Wang and Yin Leng Theng
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Jinhui Li: School of Journalism and Communication, Jinan University, Guangzhou 510632, China
Long Li: Department of Communication, College of Educational Information Technology, South China Normal University, Guangzhou 510631, China
Peng Huo: Wee Kim Wee School of Communication and Information, Nanyang Technological University, Singapore 637551, Singapore
Cheng Ma: Wee Kim Wee School of Communication and Information, Nanyang Technological University, Singapore 637551, Singapore
Linlin Wang: Wee Kim Wee School of Communication and Information, Nanyang Technological University, Singapore 637551, Singapore
Yin Leng Theng: Wee Kim Wee School of Communication and Information, Nanyang Technological University, Singapore 637551, Singapore

IJERPH, 2021, vol. 18, issue 24, 1-12

Abstract: Exergames are now often implemented among older adults for health purposes. This study aimed to investigate whether playing Kinect and Wii exergames has effects on older adults’ physical fitness and psychological perceptions towards exergames. A total of 23 older participants aged above 60 years were recruited and randomly assigned into two groups, in which they played either Kinect or Wii Bowling exergames for three sessions in one week. Physiological and psychological measures were collected including heart rate, blood pressure, shoulder flexibility, as well as perceived benefits and intentions for future use. Findings indicated that exergames are equivalent to light-intensity exercises, and hence pose no or minimal risk to older adults. Older adults had a positive attitude towards exergames and have a strong willingness to engage in exergaming on a regular basis. Although no significant platform difference was identified, observation and qualitative findings suggested that Wii might provide a more intense physical activity than Kinect, while Kinect might obtain a higher perception among older adults than Wii. The study has several practical implications for both health professionals and exergame designers targeting the ageing population.

Keywords: aging; active video game; physical health; exercise intention; psychological perception (search for similar items in EconPapers)
JEL-codes: I I1 I3 Q Q5 (search for similar items in EconPapers)
Date: 2021
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