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dc.contributor.authorKari, Tuomas
dc.contributor.editorPucihar, Andreja
dc.contributor.editorKljajic Borstnar, Mirjana
dc.contributor.editorBons, Roger
dc.contributor.editorSeitz, Juergen
dc.contributor.editorCripps, Helen
dc.contributor.editorVidmar, Doroteja
dc.date.accessioned2019-08-14T11:33:23Z
dc.date.available2019-08-14T11:33:23Z
dc.date.issued2019
dc.identifier.citationKari, T. (2019). Exergaming Experiences of Older Adults : A Critical Incident Study. In A. Pucihar, M. Kljajic Borstnar, R. Bons, J. Seitz, H. Cripps, & D. Vidmar (Eds.), <i>32nd Bled eConference : Humanizing Technology for a Sustainable Society</i> (pp. 639-654). University of Maribor. <a href="https://doi.org/10.18690/978-961-286-280-0.34" target="_blank">https://doi.org/10.18690/978-961-286-280-0.34</a>
dc.identifier.otherCONVID_32107907
dc.identifier.urihttps://jyx.jyu.fi/handle/123456789/65240
dc.description.abstractExergaming is a form of digital gaming requiring physical effort from the player. There has been a growing interest towards exergaming in academia. However, only a very limited number of exergaming studies have given a voice to older adults and investigated their experiences. This study investigates what kinds of exergaming experiences are perceived as the most meaningful ones among older adults (referred in this study as people over 50 years of age). That is, the experiences which they perceive or remember as “unusually positive or negative”. To meet this purpose, this study takes a qualitative approach and uses the critical incident technique, a well-established technique to collect and classify observations of human behavior. The findings suggest that for older adults, the most meaningful positive experiences of exergaming are more due to hedonic and social aspects than utilitarian aspects, although also utilitarian physical activity benefits are valued. The most meaningful negative experiences are due to issues with technology/game or personal physical limitations. Based on the findings, practical implications are also presented.en
dc.format.extent1244
dc.format.mimetypeapplication/pdf
dc.languageeng
dc.language.isoeng
dc.publisherUniversity of Maribor
dc.relation.ispartof32nd Bled eConference : Humanizing Technology for a Sustainable Society
dc.relation.urihttp://press.um.si/index.php/ump/catalog/book/418
dc.rightsCC BY 3.0
dc.subject.otherexergaming
dc.subject.otherexergames
dc.subject.otherdigital wellness
dc.subject.otherolder adults
dc.subject.othercritical incidents
dc.subject.otheruser experience
dc.titleExergaming Experiences of Older Adults : A Critical Incident Study
dc.typeconferenceObject
dc.identifier.urnURN:NBN:fi:jyu-201908143846
dc.contributor.laitosInformaatioteknologian tiedekuntafi
dc.contributor.laitosFaculty of Information Technologyen
dc.contributor.oppiaineTietojärjestelmätiedefi
dc.contributor.oppiaineInformation Systems Scienceen
dc.type.urihttp://purl.org/eprint/type/ConferencePaper
dc.relation.isbn978-961-286-280-0
dc.type.coarhttp://purl.org/coar/resource_type/c_5794
dc.description.reviewstatuspeerReviewed
dc.format.pagerange639-654
dc.type.versionpublishedVersion
dc.rights.copyright© The Author, 2019.
dc.rights.accesslevelopenAccessfi
dc.relation.conferenceBled eConference
dc.subject.ysokäyttäjäkokemus
dc.subject.ysoikääntyneet
dc.subject.ysodigitaaliset pelit
dc.subject.ysohyvinvointiteknologia
dc.subject.ysokeski-ikäiset
dc.subject.ysokuntoliikunta
dc.format.contentfulltext
jyx.subject.urihttp://www.yso.fi/onto/yso/p25337
jyx.subject.urihttp://www.yso.fi/onto/yso/p2433
jyx.subject.urihttp://www.yso.fi/onto/yso/p22353
jyx.subject.urihttp://www.yso.fi/onto/yso/p12902
jyx.subject.urihttp://www.yso.fi/onto/yso/p11718
jyx.subject.urihttp://www.yso.fi/onto/yso/p3708
dc.rights.urlhttps://creativecommons.org/licenses/by/3.0/
dc.relation.doi10.18690/978-961-286-280-0.34
dc.type.okmA4


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