Perceptions of Older Adults on the Use of an Interactive Video Game in Promoting Health and Well-Being

 
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Manage episode 274873941 series 1827160
By Dr. Frederick B. Covington / The International Institute of Therapeutic Intervention and Learning and Dr. Frederick B. Covington. Discovered by Player FM and our community — copyright is owned by the publisher, not Player FM, and audio is streamed directly from their servers. Hit the Subscribe button to track updates in Player FM, or paste the feed URL into other podcast apps.

Background: This study explored the perceptions of older adults on the use of a custom built interactive video game (IVG) in promoting health and well-being among the older adult population.

Method: This qualitative study used a phenomenological approach and enrolled 10 older adults over the age of 65 years in a client-centered, custom-built interactive video game program. This program was designed to promote activity tolerance, balance, range of motion, cognitive skills, and enjoyment through physical activity. The participants completed up to 12 Coin Catcher IVG sessions over a 4-week period. A postprogram, semi-structured, and audio-recorded interview explored their perceptions and experiences of the IVG.

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