Journal of NeuroEngineering and Rehabilitation (Aug 2022)

ExerG: adapting an exergame training solution to the needs of older adults using focus group and expert interviews

  • Nathalie Ringgenberg,
  • Sarah Mildner,
  • Marcia Hapig,
  • Sarah Hermann,
  • Katharina Kruszewski,
  • Anna Lisa Martin-Niedecken,
  • Katja Rogers,
  • Alexandra Schättin,
  • Frank Behrendt,
  • Sonja Böckler,
  • Stefan Schmidlin,
  • Roman Jurt,
  • Stephan Niedecken,
  • Christian Brenneis,
  • Leo H. Bonati,
  • Corina Schuster-Amft,
  • Barbara Seebacher

DOI
https://doi.org/10.1186/s12984-022-01063-x
Journal volume & issue
Vol. 19, no. 1
pp. 1 – 17

Abstract

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Abstract Background Exergames are playful technology-based exercise programs. They train physical and cognitive functions to preserve independence in older adults (OAs) with disabilities in daily activities and may reduce their risk of falling. This study gathered in-depth knowledge and understanding of three different user groups’ experiences in and relevant needs, worries, preferences, and expectations of technology-based training, to develop an exergame training device for OAs. Methods We conducted a qualitative study using semi-structured focus group interviews of primary (OAs in geriatric or neurological rehabilitation) and secondary (health professionals) end users, as well as expert interviews of tertiary end users (health insurance experts or similar), exploring user perspectives on adjusting an existing exergame to OAs’ needs. Voice-recorded interviews were transcribed by researchers and analyzed using thematic analysis (TA) following an inductive, data-driven, iterative approach. Results We interviewed 24 primary, 18 secondary, and 9 tertiary end users at two rehabilitation centers in Austria and Switzerland. Our TA approach identified five to six themes per user group. Themes in the primary end user group reflected aspects of safety, training goals, individuality, game environment, social interactions, and physical and technical overload. Themes in the secondary end user group comprised facets of meaningfulness, distraction through the game environment, safety, gamification elements, the availability and accessibility of the exergame. Tertiary end users’ themes addressed aspects of financial reimbursement, suitable target populations, professional training for the handling of exergame devices, training goals, and concerns about the use of exergames in geriatric rehabilitation. Conclusions In conclusion, an exergame for OAs must be safe, motivating and fully adaptable to the target group while promoting the return to or preservation of autonomy and independence in daily life. Our findings contribute to developing hard- and software extensions for the ExerG training device. Further research is needed to expand the validity of our findings to larger populations.

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