TY - JOUR
T1 - An exploratory study examining the appropriateness and potential benefit of the nintendo wii as a physical activity tool in adults aged ≥ 55 years
AU - Kirk, Alison
AU - MacMillan, Freya
AU - Rice, Mark
AU - Carmichael, Alex
PY - 2013/1
Y1 - 2013/1
N2 - This study investigates the physical exertion of playing the Nintendo Wii (Wii) and determines the appropriateness and potential benefit of it as a physical activity tool for older adults. Twenty healthy adults (aged 61±6 years) took part in a single session using a selection of the Wii Sports and Wii Fit games. During the gameplay session, heart rate and perceived exertion were measured. Pre-and post-session, we investigated mood using the Positive and Negative Affect Schedule (PANAS) and cognitive function (i.e. aptitude, abstract reasoning and problem solving) using the test of non-verbal intelligence (TONI-IQ) and trail B tests. We also gathered subjective feedback from participants using semi-structured interviews and questionnaires. Three of the game activities (hula-hoop, rowing squat and leg extension) were identified to reach a moderate level of heart rate intensity, with one activity (jogging) corresponding to a vigorous level. We identified that post-session PANAS-positive subscale scores were greater than pre-session scores (P
AB - This study investigates the physical exertion of playing the Nintendo Wii (Wii) and determines the appropriateness and potential benefit of it as a physical activity tool for older adults. Twenty healthy adults (aged 61±6 years) took part in a single session using a selection of the Wii Sports and Wii Fit games. During the gameplay session, heart rate and perceived exertion were measured. Pre-and post-session, we investigated mood using the Positive and Negative Affect Schedule (PANAS) and cognitive function (i.e. aptitude, abstract reasoning and problem solving) using the test of non-verbal intelligence (TONI-IQ) and trail B tests. We also gathered subjective feedback from participants using semi-structured interviews and questionnaires. Three of the game activities (hula-hoop, rowing squat and leg extension) were identified to reach a moderate level of heart rate intensity, with one activity (jogging) corresponding to a vigorous level. We identified that post-session PANAS-positive subscale scores were greater than pre-session scores (P
UR - http://www.scopus.com/inward/record.url?scp=84876361287&partnerID=8YFLogxK
M3 - Article
AN - SCOPUS:84876361287
SN - 0953-5438
VL - 25
SP - 102
EP - 114
JO - Interacting with Computers
JF - Interacting with Computers
IS - 1
ER -