The Jade Gateway to Exergaming: How Socio-Cultural Factors Shape Exergaming Among East Asian Older Adults

Fuente: arXiv
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Main Authors: Mogavi, Reza Hadi, Son, Juhyung, Yang, Simin, Wang, Derrick M., Choong, Lydia, Alhilal, Ahmad, Zhou, Peng Yuan, Hui, Pan, Nacke, Lennart E.
Format: Preprint
Published: 2024
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_version_ 1866913430401712128
author Mogavi, Reza Hadi
Son, Juhyung
Yang, Simin
Wang, Derrick M.
Choong, Lydia
Alhilal, Ahmad
Zhou, Peng Yuan
Hui, Pan
Nacke, Lennart E.
author_facet Mogavi, Reza Hadi
Son, Juhyung
Yang, Simin
Wang, Derrick M.
Choong, Lydia
Alhilal, Ahmad
Zhou, Peng Yuan
Hui, Pan
Nacke, Lennart E.
contents Exergaming, blending exercise and gaming, improves the physical and mental health of older adults. We currently do not fully know the factors that drive older adults to either engage in or abstain from exergaming. Large-scale studies investigating this are still scarce, particularly those studying East Asian older adults. To address this, we interviewed 64 older adults from China, Japan, and South Korea about their attitudes toward exergames. Most participants viewed exergames with a positive inquisitiveness. However, socio-cultural factors can obstruct this curiosity. Our study shows that perceptions of aging, lifestyle, the presence of support networks, and the cultural relevance of game mechanics are the crucial factors influencing their exergame engagement. Thus, we stress the value of socio-cultural sensitivity in game design and urge the HCI community to adopt more diverse design practices. We provide several design suggestions for creating more culturally approachable exergames.
format Preprint
id arxiv_https___arxiv_org_abs_2407_10053
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle The Jade Gateway to Exergaming: How Socio-Cultural Factors Shape Exergaming Among East Asian Older Adults
Mogavi, Reza Hadi
Son, Juhyung
Yang, Simin
Wang, Derrick M.
Choong, Lydia
Alhilal, Ahmad
Zhou, Peng Yuan
Hui, Pan
Nacke, Lennart E.
Human-Computer Interaction
Exergaming, blending exercise and gaming, improves the physical and mental health of older adults. We currently do not fully know the factors that drive older adults to either engage in or abstain from exergaming. Large-scale studies investigating this are still scarce, particularly those studying East Asian older adults. To address this, we interviewed 64 older adults from China, Japan, and South Korea about their attitudes toward exergames. Most participants viewed exergames with a positive inquisitiveness. However, socio-cultural factors can obstruct this curiosity. Our study shows that perceptions of aging, lifestyle, the presence of support networks, and the cultural relevance of game mechanics are the crucial factors influencing their exergame engagement. Thus, we stress the value of socio-cultural sensitivity in game design and urge the HCI community to adopt more diverse design practices. We provide several design suggestions for creating more culturally approachable exergames.
title The Jade Gateway to Exergaming: How Socio-Cultural Factors Shape Exergaming Among East Asian Older Adults
topic Human-Computer Interaction
url https://arxiv.org/abs/2407.10053