Virtual augmented exercise gaming for older adults

Paul Van Schaik, Jonathan Blake, Fred Pernet, Iain Spears, Clive Fencott

Research output: Contribution to journalArticlepeer-review

25 Citations (Scopus)

Abstract

This paper details the design, development, and testing of virtual augmented exercise (VAE) gaming for older adults. Three versions of an underwater VAE environment were tested with a sample of 22 healthy adults aged 50 or over. Participants strongly preferred VAE to traditional physical exercise, and adherence rate was 100%. The findings suggest that VAE with puzzles changes or negates the expected negative associations among exercise outcomes. Fitness level was not associated with performance in the game, irrespective of VAE type, indicating that persons who are less physically fit can expect to perform similarly to those who are more physically fit. In conclusion, the research found some evidence for the benefits of VAE with cognitive exercise (solving simple puzzles and hitting targets based on the answer). This type of exercise appears to be a promising method of exercise for older adults.

Original languageEnglish
Pages (from-to)103-106
Number of pages4
JournalCyberpsychology and Behavior
Volume11
Issue number1
DOIs
Publication statusPublished - 1 Feb 2008

Fingerprint

Dive into the research topics of 'Virtual augmented exercise gaming for older adults'. Together they form a unique fingerprint.

Cite this