Using somatosensory video games to promote quality of life for the elderly with disabilities

Shang Ti Chen*, Yueh Guey Laura Huang, I. Tsun Chiang

*Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingConference contribution

29 Citations (Scopus)

Abstract

The purpose of this study was to explore health benefits of using somatosensory video games (SVG) on older adults with disabilities. A total of 61 participants aged 65-92 in a nursing home were recruited and 22 of them voluntarily agreed to be in the experimental group with 4-week SVG trainings. Health-Related Quality of Life (HRQOL), SF-8 (Quality Metric), was used to measure and to compare before and after the intervention in both groups. ANCOVA in SPSS 18.0 was used to analyze the data. Results of HRQOL showed that general health, physical function, role physical, and body pain in physical component summary and social functioning in mental component summary were significantly improved after the intervention. The study concluded that somatosensory video games had a great potential to be used as a health promotion tool for the elderly with disabilities. Case studies and qualitative approaches in further researches were suggested to understand the efficacy of this SVG intervention and to design individualized technology-based intervention programs for the elderly with special needs to promote their optimal health.

Original languageEnglish
Title of host publicationProceedings 2012 4th IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning, DIGITEL 2012
Pages258-262
Number of pages5
DOIs
Publication statusPublished - 2012
Externally publishedYes
Event2012 4th IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning, DIGITEL 2012 - Takamatsu, Kagawa, Japan
Duration: 2012 Mar 272012 Mar 30

Publication series

NameProceedings 2012 4th IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning, DIGITEL 2012

Conference

Conference2012 4th IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning, DIGITEL 2012
Country/TerritoryJapan
CityTakamatsu, Kagawa
Period2012/03/272012/03/30

Keywords

  • health promotion
  • nursing home
  • older adults
  • quality of life
  • somatosnesory video game

ASJC Scopus subject areas

  • Computer Graphics and Computer-Aided Design
  • Computer Vision and Pattern Recognition
  • Human-Computer Interaction
  • Software

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