Clinical Trial: Usability and Acceptance of Exergames Among Elderly People and Physiotherapists - a Mixed Method Approach

Study Status: Completed
Recruit Status: Completed
Study Type: Interventional

Official Title: Usability and Acceptance of Exergames Among Elderly People and Physiotherapists - a Mixed Method Approach

Brief Summary:

This study is a usability design with qualitative and quantitative aspects. In one part, with patients, physical strain and designs facets will be investigated and in another part with physiotherapists, the therapeutic relevance and design features will be explored.

For this reasons 13-15 elderly people have to play an exergame, during their game playing process, different measurements will be done. Additional 13-15 physiotherapists will also playing the exergame, they will be asked about their opinions about the game.


Detailed Summary:

Introduction:

The goal of a usability evaluation is to assess the degree to which a system is effective, efficient and favours positive attitudes and responses from the intended users. Exergames in particular present unique usability challenges. Because games are fundamentally different than general productivity tools, traditional usability instruments valid for productivity applications may fall short when used for serious games.

Additionally, serious games target audiences may not play games regularly; usability issues alone can hinder the game play process negatively affecting the learning experience. For this reason, user-based evaluation for exergames with adequate test user group is very important to ensure that heterogeneous population will be able to interact easily with innovative applications.

Exergames:

Exergames are defined as: ''Any number of types of video games that require the game player to physically move in order to play''.

The important aspect, in comparison to a normal videogame, is that the player uses full body movements to control on-screen action and is required to expend a significantly greater amount of energy compared with resting levels.

One of the areas that have received attention of video game researchers is that of therapeutic sessions. When exergames were used with elderly people for therapeutic sessions, it showed that special needs have to be considered.

The GameUp project:

For this reason the project GameUp was started. On their Website the project consortium state: "We will use IT techn
Sponsor: Klinik Valens

Current Primary Outcome:

  • Change of Heart Rate [ Time Frame: 1 day ]
  • Rate of Perceived Exertion [ Time Frame: 1 day ]
  • Change of the Body Part Discomfort Scale [ Time Frame: 1 day ]
  • How many percent of the needed steps are fulfilled (Task Analysis) [ Time Frame: 1 day ]
    The task analysis will be done, while a Patient oder a Physiotherapist is playing the exergame. For a Task Analysis every single step, that the proband has to do is defined, e.g. press the green start button. The investigator will observe how many from the used steps the proband can do by himself. If the proband needs help, the investigator will help him and notice on which step the proband struggled.


Original Primary Outcome: Same as current

Current Secondary Outcome: User Questionnaire [ Time Frame: 2 day ]

Acceptance and opinions about the exergame from the users (elderly people and physiotherapist),will be asked after playing the game with a questionnaire.


Original Secondary Outcome: Same as current

Information By: Klinik Valens

Dates:
Date Received: July 9, 2015
Date Started: June 2015
Date Completion:
Last Updated: July 7, 2016
Last Verified: July 2016