Interaction Preference Differences between Elderly and Younger Exergame Users

Int J Environ Res Public Health. 2021 Nov 29;18(23):12583. doi: 10.3390/ijerph182312583.

Abstract

Existing motion capture technology can efficiently track whole-body motion and be applied to many areas of the body. This whole-body interaction design has gained the attention of many researchers. However, few scholars have studied its suitability for elderly users. We were interested in exercise-based whole-body interactive games, which can provide mental and physical exercise for elderly users. We used heuristic evaluation to measure participants' actions during exergame tasks and analyzed preference differences between elderly and younger users through the distribution of actions in four dimensions. We found that age affected the actions performed by users in exergame tasks. We discuss the mental model of elderly users during the process of performing these tasks and put forward some suggestions for interactive actions. This model and these suggestions theoretically have guiding significance for the research and application of exergame design for elderly users and may help designers develop more effective exergames or other whole-body interaction interfaces suitable for elderly users.

Keywords: elderly users; exergame; preference difference; whole-body interaction.

Publication types

  • Research Support, Non-U.S. Gov't

MeSH terms

  • Aged
  • Exercise
  • Exercise Therapy
  • Exergaming*
  • Humans
  • Video Games*