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dc.contributor.authorSubramanian, Sruti
dc.contributor.authorDahl, Yngve
dc.contributor.authorSkjæret-Maroni, Nina
dc.contributor.authorVereijken, Beatrix
dc.contributor.authorSvanæs, Dag
dc.date.accessioned2020-04-16T10:24:42Z
dc.date.available2020-04-16T10:24:42Z
dc.date.created2019-10-18T11:59:38Z
dc.date.issued2019
dc.identifier.citationGames for Health Journal. 2019, 9 (1), .en_US
dc.identifier.issn2161-783X
dc.identifier.urihttps://hdl.handle.net/11250/2651279
dc.description.abstractBackground: Currently, exergames are used by different age groups for both recreational and training/rehabilitation purposes. However, little is known about how to design exergames so that they are motivating for specific age groups and health outcomes. Objective: In this article, we compare motivational factors between healthy young and older adults by analyzing their assessments of the same balance training exergame. Materials and Methods: We performed a laboratory-based assessment of a custom-made balance training exergame with 12 healthy young and 10 healthy older adults. Their answers to a semistructured text input questionnaire were analyzed qualitatively. Results: Both age groups were motivated by a combination of intrinsic and extrinsic motivational factors. We found that the young adults tended to be motivated by the game challenge and the in-game reward system (scores). In contrast, the older adults were more motivated by the perceived health effects (both physical and cognitive) and the joy of playing, with less regard for the in-game rewards. Conclusion: The differences in motivational factors that were identified between young and older adults have several design implications. For older adults less effort can be put on designing the in-game reward system and more on showing the player the potential health effects of their play. Furthermore, the competition aspect can be downplayed and more focus placed on simply making the gaming experience itself as joyful as possible.en_US
dc.language.isoengen_US
dc.publisherMary Ann Lieberten_US
dc.titleAssessing Motivational Differences Between Young and Older Adults When Playing an Exergameen_US
dc.typePeer revieweden_US
dc.typeJournal articleen_US
dc.description.versionacceptedVersionen_US
dc.source.pagenumber7en_US
dc.source.volume9en_US
dc.source.journalGames for Health Journalen_US
dc.source.issue1en_US
dc.identifier.doi10.1089/g4h.2019.0082
dc.identifier.cristin1738372
dc.description.localcodeThis is a post-peer-review, pre-copyedit version of an article. Locked until 3.2.2021 due to copyright restrictions. The final authenticated version is available online at: http://dx.doi.org/10.1089/g4h.2019.0082en_US
cristin.unitcode194,63,10,0
cristin.unitcode194,65,30,0
cristin.unitnameInstitutt for datateknologi og informatikk
cristin.unitnameInstitutt for nevromedisin og bevegelsesvitenskap
cristin.ispublishedtrue
cristin.fulltextpostprint
cristin.qualitycode2


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