This study explores whether using exergames to enhance the richness and diversity of exercise programs can increase the active participation of older adults in community-based physical activities.
In the study, WhizToys activity-sensing mats were used in community group exercise classes during a three-month intervention, with sessions held once a week for 100 minutes each. Therapists designed interactive games of varying difficulty based on participants' physical abilities, ensuring that even those in wheelchairs could participate.
During the three-month intervention period, a total of 15 older adults participated in interactive games using WhizToys interactive mats. The overall satisfaction score was 4.5 out of 5. This high satisfaction level indicates that participants were highly engaged and satisfied with the virtual reality interactive games, demonstrating the potential of these games as tools for promoting healthy aging in older adults.
In the initial weeks of the intervention, some older adults showed resistance to learning new activities. However, as they repeatedly practiced the same games, participants gradually accepted and even began to anticipate these activities. These games also helped therapists save time and energy, suggesting that such interventions can be effectively integrated into community-based exercise programs for older adults.
The results of this preliminary exploration highlight the effectiveness of virtual reality interactive games as an engaging and time-saving tool for promoting healthy aging in older adults. These games can serve as a valuable adjunct to traditional exercise programs.
Dementia
Satisfaction with Exercise