Movement Training in Augmented Reality for Older Adults with Essential Hypertension: A Qualitative Study Determining Training Requirements

Games Health J. 2020 Dec;9(6):436-445. doi: 10.1089/g4h.2019.0133.

Abstract

Objective: Physical activity is a key component of maintaining and promoting the health of older people. New technologies from the fields of augmented reality (AR) and virtual reality (VR) could help to increase the motivation of older people and positively influence their health behavior. To be able to respond specifically to the needs and expectations when developing an exergame for seniors with hypertension, the aim of this study was to determine the requirements for movement training within an intelligent AR system. Materials and Methods: Eleven seniors aged 65 years or older with essential hypertension and five experts from the cardiological field were interviewed using a semistructured interview and were examined with a task-based approach. In the task-based application, both VR and AR demos were used. Results: The results presented in this article refer to requirements for the development of a movement training within an exergame for older adults with hypertension. We found that on the one hand, group effects and, on the other, natural environments have a high motivational character. Furthermore, communication and interaction represent a decisive criterion for participation during exercises. Regarding the training concept the experts, in particular, recommended endurance-related activities. In addition, vital data and performance monitoring should be used to evaluate success, to signal warnings and to provide additional motivation. Conclusions: This requirement analysis enabled 45 requirements to be obtained, which will be taken into account in the training application of an AR system and in the development of an interactive multiuser AR exergame.

Keywords: Augmented reality; Exergame; Requirements; User-centered design; Virtual reality.

MeSH terms

  • Aged
  • Aged, 80 and over
  • Augmented Reality*
  • Essential Hypertension / psychology
  • Essential Hypertension / therapy*
  • Female
  • Humans
  • Male
  • Needs Assessment / trends*
  • Qualitative Research
  • User-Computer Interface
  • Video Games / psychology
  • Video Games / standards