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Exergaming-based Esports Intervention for Older Adults in Hong Kong: A Pilot Study (Preprint)
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BACKGROUND
Exergaming refers to video gaming with/without virtual reality that requires the use of physical activity during gameplay, and has been utilized as an emerging type of physical activity in improving older adults’ physical and mental health. Exergaming can also be considered as esports when a competitive and interactive element is embedded in the gameplay. To date, the impact of exergaming-based esports on older adults’ health and well-being has been less investigated.
OBJECTIVE
This study aims to examine the effectiveness of an exergaming-based esports intervention program in promoting older adults’ physical, psychological, and cognitive health outcomes in Hong Kong.
METHODS
A total of 54 older adults were recruited and 48 (male = 12; female = 36) were retained for data analysis (six did not attend the post-test). All participants were allocated to either an esports group (EG = 24) or a control group (CG = 24). EG participants were invited to participate in an eight-week exergaming-based esports intervention program consisting of 16 training sessions to learn and play the Nintendo Switch™ Fitness Boxing game. A fitness boxing competition was embedded in the final three sessions. CG participants, in contrast, were instructed to maintain their normal daily activities. Outcome measures including the Senior Fitness Test, the University of California, Los Angeles (UCLA) Loneliness Scale (ULS-8), the Chinese version of the Physical Activity Enjoyment Scale (PACES), the Number Comparison Test (NCT), the Trail Making Test (TMT), and the Short Form-36 (SF-36) Health Survey were used to assess physical, psychological, and cognitive conditions. A repeated-measures ANCOVA was conducted, controlling for baseline values and demographic covariates.
RESULTS
The results showed that after the 8-week intervention, EG participants had better lower body strength, higher aerobic endurance, higher enjoyment level, and higher cognitive functioning than those in the CG.
CONCLUSIONS
This study provides a theoretical contribution by filling the research gap regarding the beneficial effects of exergaming-based esports in enhancing older adults’ health in Hong Kong. Game designers are encouraged to design game types with competitive and interactive elements for older adults to play, thereby promoting their emotional and cognitive well-being.
CLINICALTRIAL
The trial design was registered on the Chinese Clinical Trial Registry (ChiCTR) on 13 November 2024 (TRN: ChiCTR2400092284). This study was retrospectively registered, as registration took place after the first participant was enrolled.
Title: Exergaming-based Esports Intervention for Older Adults in Hong Kong: A Pilot Study (Preprint)
Description:
BACKGROUND
Exergaming refers to video gaming with/without virtual reality that requires the use of physical activity during gameplay, and has been utilized as an emerging type of physical activity in improving older adults’ physical and mental health.
Exergaming can also be considered as esports when a competitive and interactive element is embedded in the gameplay.
To date, the impact of exergaming-based esports on older adults’ health and well-being has been less investigated.
OBJECTIVE
This study aims to examine the effectiveness of an exergaming-based esports intervention program in promoting older adults’ physical, psychological, and cognitive health outcomes in Hong Kong.
METHODS
A total of 54 older adults were recruited and 48 (male = 12; female = 36) were retained for data analysis (six did not attend the post-test).
All participants were allocated to either an esports group (EG = 24) or a control group (CG = 24).
EG participants were invited to participate in an eight-week exergaming-based esports intervention program consisting of 16 training sessions to learn and play the Nintendo Switch™ Fitness Boxing game.
A fitness boxing competition was embedded in the final three sessions.
CG participants, in contrast, were instructed to maintain their normal daily activities.
Outcome measures including the Senior Fitness Test, the University of California, Los Angeles (UCLA) Loneliness Scale (ULS-8), the Chinese version of the Physical Activity Enjoyment Scale (PACES), the Number Comparison Test (NCT), the Trail Making Test (TMT), and the Short Form-36 (SF-36) Health Survey were used to assess physical, psychological, and cognitive conditions.
A repeated-measures ANCOVA was conducted, controlling for baseline values and demographic covariates.
RESULTS
The results showed that after the 8-week intervention, EG participants had better lower body strength, higher aerobic endurance, higher enjoyment level, and higher cognitive functioning than those in the CG.
CONCLUSIONS
This study provides a theoretical contribution by filling the research gap regarding the beneficial effects of exergaming-based esports in enhancing older adults’ health in Hong Kong.
Game designers are encouraged to design game types with competitive and interactive elements for older adults to play, thereby promoting their emotional and cognitive well-being.
CLINICALTRIAL
The trial design was registered on the Chinese Clinical Trial Registry (ChiCTR) on 13 November 2024 (TRN: ChiCTR2400092284).
This study was retrospectively registered, as registration took place after the first participant was enrolled.
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