Oct 19, 2020
Background: This study explored the perceptions of older adults on the use of a custom built interactive video game (IVG) in promoting health and well-being among the older adult population.
Method: This
qualitative study used a phenomenological approach and enrolled 10
older adults over the age of 65 years in a client-centered,
custom-built interactive video game program. This program was
designed to promote activity tolerance, balance, range of motion,
cognitive skills, and enjoyment through
physical activity. The participants completed up to 12 Coin Catcher
IVG sessions over a 4-week period. A postprogram, semi-structured,
and audio-recorded interview explored their perceptions and
experiences of the IVG.