Older adults' subjective well-being experiencing the exergame "I am Dolphin"
Author
Drazich, Brittany F.Resnick, Barbara
Crane, Breanna M.
Taylor, Janiece L.
Szanton, Sarah L.
Moored, Kyle D.
Eldreth, Dana
Ahmad, Omar
Krakauer, John W.
Carlson, Michelle C.
Date
2023-01-13Journal
International Journal of Qualitative Studies on Health and Well-BeingType
Article
Metadata
Show full item recordAbstract
The objective of this study was to understand older adults’ perceptions of the connections between an exergame intervention, “I Am Dolphin,” and their subjective well-being. Researchers conducted three focus groups with 14 older adults who participated in the exergame feasibility study. The semi-structured focus groups were transcribed, coded, and analysed using deductive and inductive techniques. Three themes were constructed related to playing the exergame and participants’ subjective well-being: 1) elevated mood (through scheduled activity, immersion, and socialization), 2) feelings of achievement (especially following frustration and competition), and 3) perceived cognitive or physical changes. These findings will help researchers better understand how exergames may relate to the well-being of older adults. Future investigators could use these findings to create and implement new exergame interventions.Description
The article processing charges (APC) for this open access article were partially funded by the Health Sciences and Human Services Library's Open Access Publishing Fund for Early-Career Researchers.Rights/Terms
Attribution-NonCommercial-NoDerivatives 4.0 InternationalIdentifier to cite or link to this item
http://hdl.handle.net/10713/20970Collections
The following license files are associated with this item:
- Creative Commons
Except where otherwise noted, this item's license is described as Attribution-NonCommercial-NoDerivatives 4.0 International