Seas the day: Co‐designing immersive virtual reality exergames with exercise professionals and people living with dementia
Background Physical activity (PA) is associated with physical and cognitive benefits among people living with dementia or mild cognitive impairment (PLWD/MCI) and is a meaningful activity that can improve their confidence in everyday life. Exercising in virtual reality environments (VR Exergame) is...
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Veröffentlicht in: | Alzheimer's & dementia 2021-12, Vol.17 (S11), p.e051278-n/a |
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Format: | Artikel |
Sprache: | eng |
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Zusammenfassung: | Background
Physical activity (PA) is associated with physical and cognitive benefits among people living with dementia or mild cognitive impairment (PLWD/MCI) and is a meaningful activity that can improve their confidence in everyday life. Exercising in virtual reality environments (VR Exergame) is becoming an increasingly feasible and enjoyable way to promote PA and well‐being in PLWD/MCI. Although co‐design can significantly improve the design of technology, it is rarely done with PLWD/MCI. This study uses participatory design methods and collaborative approaches to involve key stakeholders to develop and test a VR Exergame "Seas the Day", a novel solution targeting PLWD/MCI well‐being.
Methods
A multi‐stage, user‐centered co‐design approach was used to custom‐build VR Exergames tailored to the unique needs and abilities of PLWD/MCI based on a first generation of the prototype that was previously developed and tested with PLWD/MCI. This paper describes the next iteration of the prototype. Processes included concept ideation and brainstorming activities, iterative prototyping, and playtesting/input/feedback sessions with key stakeholders (PLWD/MCI, exercise professionals, engineers, VR game designers, content developers).
Results
The multidisciplinary and collaborative design process occurred over 15 months (overlapping with COVID‐19 pandemic) with 7 PLWD/MCI (6 females; M=81.3 years) and 9 exercise professionals (7 females; M=38.1 years) to date. The game was designed to target movements identified by exercise professionals and researchers (aerobic exercises, range of motion, seated‐balance, quick response to stimuli) and is structured in three exercise stages (warm‐up, conditioning, cool‐down). To ensure safety of participants while using VR headsets, only seated upper‐limb exercises were targeted. Stakeholder feedback regarding game mechanics, aesthetics, and visual/auditory cues were gathered during brainstorming and playtesting sessions and implemented into specific game‐related scenarios (tai‐chi, rowing, fishing).
Conclusion
We presented the process, outcomes, and challenges of adopting a participatory/collaborative approach with multiple stakeholder groups to co‐design VR Exergames tailored to PLWD/MCI. Next steps will include a mixed‐method evaluation of the VR Exergames among community‐dwelling older adults and PLWD/MCI in retirement communities and long‐term care to evaluate: i) feasibility and acceptability of use, ii) game user experience, ii |
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ISSN: | 1552-5260 1552-5279 |
DOI: | 10.1002/alz.051278 |