Abstract
Introduction:
Falls prevention is a global priority given its substantial impact on older adults and cost to healthcare systems. Advances in telerehabilitation technology such as `exergaming’ show potential for delivering accessible, engaging exercise programs for older adults. This study aimed to establish the feasibility, acceptability and usability of exergaming in sheltered housing.
Methods:
A mixed-methods study with participants randomised in 2 sheltered housing facilities to intervention (n = 1 home, 12 participants) and control (n = 1 home 2, 12 participants) provided usual care for all, (physiotherapy prescribed strength and balance exercises and falls prevention advice) and a 6-week supervised exergaming programme (MIRA) offered 3 times per week to the intervention group only. At 6 weeks, feasibility, usability and acceptability outcomes were collected and analysed using descriptive statistics; qualitative focus groups with participants and interviews with staff were also completed and thematically analysed to elicit barriers and facilitators to usability and acceptability.
Results:
Mean exercise per week increased from 10.6 to 14.1 minutes in the control group and 9.6 to 36.8 minutes in the intervention group. All study processes and measures appeared feasible; 72% of those invited consented to taking part and 92% completed 6-week follow-up. Individual domains for the System Usability Scores (SUS) showed participants felt veryconfident’usingthesystemwith⊃port(70%),wod−𝑣𝑒𝑟𝑦𝑐𝑜𝑛𝑓𝑖𝑑𝑒𝑛𝑡’𝑢sin𝑔𝑡ℎ𝑒𝑠𝑦𝑠𝑡𝑒𝑚𝑤𝑖𝑡ℎ⊃𝑝or𝑡(70%),𝑤𝑜𝑑̲like to use exergames frequently’ (50%) and found the system easy→use’(90%).However,theyalsofe<they𝑒𝑎𝑠𝑦→𝑢𝑠𝑒’(90%).𝐻𝑜𝑤𝑒𝑣𝑒𝑟,𝑡ℎ𝑒𝑦𝑎𝑙𝑠𝑜𝑓𝑒<𝑡ℎ𝑒𝑦needed to learn a lot at the beginning’ (40%) and would `need technical support’ (70%) for independent use of the exergames. Mean overall SUS was 63 reflecting moderate usability for independent use. Qualitative data indicated exergames were well received and highlighted motivational and social aspects; costs and set up. Staff also felt exergaming complemented traditional care.
Discussion:
Our study contributes to the evidence guiding the use of exergames to deliver suitable falls prevention interventions for older adults within sheltered housing in community settings.
Falls prevention is a global priority given its substantial impact on older adults and cost to healthcare systems. Advances in telerehabilitation technology such as `exergaming’ show potential for delivering accessible, engaging exercise programs for older adults. This study aimed to establish the feasibility, acceptability and usability of exergaming in sheltered housing.
Methods:
A mixed-methods study with participants randomised in 2 sheltered housing facilities to intervention (n = 1 home, 12 participants) and control (n = 1 home 2, 12 participants) provided usual care for all, (physiotherapy prescribed strength and balance exercises and falls prevention advice) and a 6-week supervised exergaming programme (MIRA) offered 3 times per week to the intervention group only. At 6 weeks, feasibility, usability and acceptability outcomes were collected and analysed using descriptive statistics; qualitative focus groups with participants and interviews with staff were also completed and thematically analysed to elicit barriers and facilitators to usability and acceptability.
Results:
Mean exercise per week increased from 10.6 to 14.1 minutes in the control group and 9.6 to 36.8 minutes in the intervention group. All study processes and measures appeared feasible; 72% of those invited consented to taking part and 92% completed 6-week follow-up. Individual domains for the System Usability Scores (SUS) showed participants felt veryconfident’usingthesystemwith⊃port(70%),wod−𝑣𝑒𝑟𝑦𝑐𝑜𝑛𝑓𝑖𝑑𝑒𝑛𝑡’𝑢sin𝑔𝑡ℎ𝑒𝑠𝑦𝑠𝑡𝑒𝑚𝑤𝑖𝑡ℎ⊃𝑝or𝑡(70%),𝑤𝑜𝑑̲like to use exergames frequently’ (50%) and found the system easy→use’(90%).However,theyalsofe<they𝑒𝑎𝑠𝑦→𝑢𝑠𝑒’(90%).𝐻𝑜𝑤𝑒𝑣𝑒𝑟,𝑡ℎ𝑒𝑦𝑎𝑙𝑠𝑜𝑓𝑒<𝑡ℎ𝑒𝑦needed to learn a lot at the beginning’ (40%) and would `need technical support’ (70%) for independent use of the exergames. Mean overall SUS was 63 reflecting moderate usability for independent use. Qualitative data indicated exergames were well received and highlighted motivational and social aspects; costs and set up. Staff also felt exergaming complemented traditional care.
Discussion:
Our study contributes to the evidence guiding the use of exergames to deliver suitable falls prevention interventions for older adults within sheltered housing in community settings.
Original language | English |
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Article number | 1344019 |
Number of pages | 12 |
Journal | Frontiers in Public Health |
Volume | 12 |
DOIs | |
Publication status | Published - 2024 |
Keywords
- exergame
- active video game
- strength and balance
- falls
- fall prevention
- older adults
- sheltered housing
- telecare