Abstract
Populations are becoming older in developed countries because of low birth rates and increased life expectancy. At the same time, sedentary lifestyles are the 4th mortality factor worldwide. Exergames have been shown to motivate players to get physically active by promoting fun and enjoyment while exercising. However, most exergames are not designed to produce recommended levels of exercise that elicit adequate physical responses in the aged population. Designing meaningful and enjoyable exergames for fitness training in older adults pose critical challenges in matching user’s needs and motivators with game elements and typically do not consider the usability and cost-effectiveness constraints of target end-users and institutions. Here, we present the conception and field validation of PEPE—a gaming platform with mixed reality components whose purpose is to fight a sedentary lifestyle by promoting active aging in elderly-care centers. We show that PEPE’s custom-made exergames can be successfully used by trainers for delivering sustained long-term training, with benefits in terms of efficiency, elicited physical activity, and perceived effort. Also, PEPE improved the overall perception of the quality of life and social relations in institutionalized older adults.
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Acknowledgements
The authors thank Funchal’s Santo António municipal gymnasium and all the participants for their cooperation. This work was supported by the Fundação para a Ciência e Tecnologia through the AHA project (CMUPERI/HCI/0046/2013), NOVA-LINCS [PEest/UID/CEC/04516/2019] and LARSyS—[PEest/UID/50009/2020], and ARDITI (Agência Regional para o Desenvolvimento da Investigação, Tecnologia e Inovação).
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Bermúdez i Badia, S. et al. (2023). Development and Validation of a Mixed Reality Exergaming Platform for Fitness Training of Older Adults. In: Simeone, A., Weyers, B., Bialkova, S., Lindeman, R.W. (eds) Everyday Virtual and Augmented Reality. Human–Computer Interaction Series. Springer, Cham. https://doi.org/10.1007/978-3-031-05804-2_5
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