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Exergaming-based Esports Intervention for Older Adults in Hong Kong: A Non-Randomized Controlled Trail Study
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Abstract
Exergaming, refers to the video gaming with/without virtual reality which required the use of physical activity during gameplay, 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 the competitive and interactive element is embedded in the gameplay. To date, the impact of exergaming-based esports on older adults’ health and well-being conditions has been less investigated. This study aims to examine the effectiveness of exergaming-based esports intervention program in promoting older adults’ physical, psychological, and cognitive health outcomes in Hong Kong. A total of 54 older adults were recruited and 48 (male = 12; female = 36) were finally retained for data analysis due to six of them did not attend the post-test. All participants were allocated into either an esports group (EG = 24) and 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. Besides, CG participants were instructed with their normal daily activity. Measures including 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 and trail making test (TMT), and the Short Form-36 (SF-36) Health Survey were used to examine older adults’ physical, psychological, and cognitive conditions. Analysis of covariance (ANCOVA) was used for data analysis. The results showed that EG participants had better lower body strength, better agility, higher aerobic endurance, higher enjoyment level and higher cognitive functioning. This study provides theoretical contribution by filling in the research gap of the investigation of the beneficial effects of exergaming-based esports in enhancing older adults’ health conditions in Hong Kong. Besides, game designers are encouraged to design specific game types with competitive and interactive elements embedded for older adults to play and thus promote their emotional and cognitive well-being.
Title: Exergaming-based Esports Intervention for Older Adults in Hong Kong: A Non-Randomized Controlled Trail Study
Description:
Abstract
Exergaming, refers to the video gaming with/without virtual reality which required the use of physical activity during gameplay, 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 the competitive and interactive element is embedded in the gameplay.
To date, the impact of exergaming-based esports on older adults’ health and well-being conditions has been less investigated.
This study aims to examine the effectiveness of exergaming-based esports intervention program in promoting older adults’ physical, psychological, and cognitive health outcomes in Hong Kong.
A total of 54 older adults were recruited and 48 (male = 12; female = 36) were finally retained for data analysis due to six of them did not attend the post-test.
All participants were allocated into either an esports group (EG = 24) and 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.
Besides, CG participants were instructed with their normal daily activity.
Measures including 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 and trail making test (TMT), and the Short Form-36 (SF-36) Health Survey were used to examine older adults’ physical, psychological, and cognitive conditions.
Analysis of covariance (ANCOVA) was used for data analysis.
The results showed that EG participants had better lower body strength, better agility, higher aerobic endurance, higher enjoyment level and higher cognitive functioning.
This study provides theoretical contribution by filling in the research gap of the investigation of the beneficial effects of exergaming-based esports in enhancing older adults’ health conditions in Hong Kong.
Besides, game designers are encouraged to design specific game types with competitive and interactive elements embedded for older adults to play and thus promote their emotional and cognitive well-being.
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