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...
Main Authors: | , , , , , , , , , |
---|---|
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 |
_version_ | 1797401449568665600 |
---|---|
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. |
first_indexed | 2024-03-09T02:09:16Z |
format | Article |
id | doaj.art-e4fd75330da447d285481b12424d3109 |
institution | Directory Open Access Journal |
issn | 1748-2623 1748-2631 |
language | English |
last_indexed | 2024-03-09T02:09:16Z |
publishDate | 2023-12-01 |
publisher | Taylor & Francis Group |
record_format | Article |
series | International Journal of Qualitative Studies on Health & Well-Being |
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 |
work_keys_str_mv | AT brittanyfdrazich olderadultssubjectivewellbeingexperiencingtheexergameiamdolphin AT breannamcrane olderadultssubjectivewellbeingexperiencingtheexergameiamdolphin AT janieceltaylor olderadultssubjectivewellbeingexperiencingtheexergameiamdolphin AT sarahlszanton olderadultssubjectivewellbeingexperiencingtheexergameiamdolphin AT kyledmoored olderadultssubjectivewellbeingexperiencingtheexergameiamdolphin AT danaeldreth olderadultssubjectivewellbeingexperiencingtheexergameiamdolphin AT omarahmad olderadultssubjectivewellbeingexperiencingtheexergameiamdolphin AT johnwkrakauer olderadultssubjectivewellbeingexperiencingtheexergameiamdolphin AT barbararesnick olderadultssubjectivewellbeingexperiencingtheexergameiamdolphin AT michelleccarlson olderadultssubjectivewellbeingexperiencingtheexergameiamdolphin |