TY - GEN
T1 - Using somatosensory video games to promote quality of life for the elderly with disabilities
AU - Chen, Shang Ti
AU - Huang, Yueh Guey Laura
AU - Chiang, I. Tsun
PY - 2012
Y1 - 2012
N2 - 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.
AB - 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.
KW - health promotion
KW - nursing home
KW - older adults
KW - quality of life
KW - somatosnesory video game
UR - http://www.scopus.com/inward/record.url?scp=84860815957&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=84860815957&partnerID=8YFLogxK
U2 - 10.1109/DIGITEL.2012.68
DO - 10.1109/DIGITEL.2012.68
M3 - Conference contribution
AN - SCOPUS:84860815957
SN - 9780769546636
T3 - Proceedings 2012 4th IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning, DIGITEL 2012
SP - 258
EP - 262
BT - Proceedings 2012 4th IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning, DIGITEL 2012
T2 - 2012 4th IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning, DIGITEL 2012
Y2 - 27 March 2012 through 30 March 2012
ER -