Background: High rates of sedentary behaviors in older adults can lead to poor health outcomes. However, new technologies,\nnamely exercise-based videogames (ââ?¬Å?exergamesââ?¬Â), may provide ways of stimulating uptake and ongoing participation in physical\nactivities. Older adultsââ?¬â?¢ perceptions of the use of technology to improve health are not known.\nObjective: The study aimed to determine use and perceptions of technology before and after using a 5-week exergame.\nMethods: Focus groups determined habitual use of technology and the participantââ?¬â?¢s perceptions of technology to assist with\nhealth and physical activity. Surveys were developed to quantitatively measure these perceptions and were administered before\nand after a 5-week intervention. The intervention was an exergame that focused on postural balance (ââ?¬Å?Your Shape Fitness Evolved\n2012ââ?¬Â). Games scores, rates of game participation, and enjoyment were also recorded.\nResults: A total of 24 healthy participants aged between 55 and 82 years (mean 70, SD 6 years) indicated that after the intervention\nthere was an increased awareness that technology (in the form of exergames) can assist with maintaining physical activity (P<.001).\nHigh levels of enjoyment (Physical Activity Enjoyment Scale [PACES-8] score mean 53.0, SE 0.7) and participation rates over\nthe whole study (83%-100%) were recorded.\nConclusions: Older adultsââ?¬â?¢ have low perception of the use of technology for improving health outcomes until after exposure\nto exergames. Technology, in the form of enjoyable exergames, may be useful for improving participation in physical activity\nthat is relevant for older adults.
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