OLDER ADULTS’ SUBJECTIVE WELL-BEING EXPERIENCING THE EXERGAME “I AM DOLPHIN”

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-str...

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Main Authors: Brittany F. Drazich, Breanna M. Crane, Janiece L. Taylor, Sarah L. Szanton, Kyle D. Moored, Dana Eldreth, Omar Ahmad, John W. Krakauer, Barbara Resnick, Michelle C. Carlson
Format: Article
Language:English
Published: Taylor & Francis Group 2023-12-01
Series:International Journal of Qualitative Studies on Health & Well-Being
Subjects:
Online Access:http://dx.doi.org/10.1080/17482631.2023.2170013
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author Brittany F. Drazich
Breanna M. Crane
Janiece L. Taylor
Sarah L. Szanton
Kyle D. Moored
Dana Eldreth
Omar Ahmad
John W. Krakauer
Barbara Resnick
Michelle C. Carlson
author_facet Brittany F. Drazich
Breanna M. Crane
Janiece L. Taylor
Sarah L. Szanton
Kyle D. Moored
Dana Eldreth
Omar Ahmad
John W. Krakauer
Barbara Resnick
Michelle C. Carlson
author_sort Brittany F. Drazich
collection DOAJ
description 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.
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spelling doaj.art-e4fd75330da447d285481b12424d31092023-12-07T15:12:02ZengTaylor & Francis GroupInternational Journal of Qualitative Studies on Health & Well-Being1748-26231748-26312023-12-0118110.1080/17482631.2023.21700132170013OLDER ADULTS’ SUBJECTIVE WELL-BEING EXPERIENCING THE EXERGAME “I AM DOLPHIN”Brittany F. Drazich0Breanna M. Crane1Janiece L. Taylor2Sarah L. Szanton3Kyle D. Moored4Dana Eldreth5Omar Ahmad6John W. Krakauer7Barbara Resnick8Michelle C. Carlson9University of Maryland BaltimoreJohns Hopkins UniversityJohns Hopkins UniversityJohns Hopkins UniversityUniversity of PittsburghJohns Hopkins UniversityJohns Hopkins UniversityJohns Hopkins UniversityUniversity of Maryland BaltimoreJohns Hopkins UniversityThe 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.http://dx.doi.org/10.1080/17482631.2023.2170013exergamesactivitywell-beingtechnologyvirtual reality
spellingShingle Brittany F. Drazich
Breanna M. Crane
Janiece L. Taylor
Sarah L. Szanton
Kyle D. Moored
Dana Eldreth
Omar Ahmad
John W. Krakauer
Barbara Resnick
Michelle C. Carlson
OLDER ADULTS’ SUBJECTIVE WELL-BEING EXPERIENCING THE EXERGAME “I AM DOLPHIN”
International Journal of Qualitative Studies on Health & Well-Being
exergames
activity
well-being
technology
virtual reality
title OLDER ADULTS’ SUBJECTIVE WELL-BEING EXPERIENCING THE EXERGAME “I AM DOLPHIN”
title_full OLDER ADULTS’ SUBJECTIVE WELL-BEING EXPERIENCING THE EXERGAME “I AM DOLPHIN”
title_fullStr OLDER ADULTS’ SUBJECTIVE WELL-BEING EXPERIENCING THE EXERGAME “I AM DOLPHIN”
title_full_unstemmed OLDER ADULTS’ SUBJECTIVE WELL-BEING EXPERIENCING THE EXERGAME “I AM DOLPHIN”
title_short OLDER ADULTS’ SUBJECTIVE WELL-BEING EXPERIENCING THE EXERGAME “I AM DOLPHIN”
title_sort older adults subjective well being experiencing the exergame i am dolphin
topic exergames
activity
well-being
technology
virtual reality
url http://dx.doi.org/10.1080/17482631.2023.2170013
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