OLDER ADULTS’ SUBJECTIVE WELL-BEING EXPERIENCING THE EXERGAME “I AM DOLPHIN”

Brittany F. Drazich, Breanna M. Crane, Janiece L. Taylor, Sarah L. Szanton, Kyle D. Moored, Dana Eldreth, Omar Ahmad, John W. Krakauer, Barbara Resnick, Michelle C. Carlson

Research output: Contribution to journalArticlepeer-review

Abstract

The objective of this study was to understand older adults’ perceptions of the connections between an exergame intervention, “I Am Dolphin,” and their subjective well-being. Researchers conducted three focus groups with 14 older adults who participated in the exergame feasibility study. The semi-structured focus groups were transcribed, coded, and analysed using deductive and inductive techniques. Three themes were constructed related to playing the exergame and participants’ subjective well-being: 1) elevated mood (through scheduled activity, immersion, and socialization), 2) feelings of achievement (especially following frustration and competition), and 3) perceived cognitive or physical changes. These findings will help researchers better understand how exergames may relate to the well-being of older adults. Future investigators could use these findings to create and implement new exergame interventions.

Original languageEnglish (US)
Article number2170013
JournalInternational Journal of Qualitative Studies on Health and Well-being
Volume18
Issue number1
DOIs
StatePublished - 2023

Keywords

  • Exergames
  • activity
  • technology
  • virtual reality
  • well-being

ASJC Scopus subject areas

  • Fundamentals and skills
  • Gerontology
  • Health Policy
  • Issues, ethics and legal aspects

Fingerprint

Dive into the research topics of 'OLDER ADULTS’ SUBJECTIVE WELL-BEING EXPERIENCING THE EXERGAME “I AM DOLPHIN”'. Together they form a unique fingerprint.

Cite this