FEASIBILITY AND ACCEPTABILITY OF GAMIFIED CYCLING EXERCISE IN A LONG-TERM CARE HOME: A QUALITATIVE STUDY
2024

Gamified Cycling Exercise in Long-Term Care Homes

Sample size: 14 publication Evidence: moderate

Author Information

Author(s): Hung Lillian, Zhao Yong, Lam Michelle, lam Jamie, Fong Arwen, Wu Tiffany, Xiao Michelle, Ren Haopu (Lily)

Primary Institution: University of British Columbia

Hypothesis

Can gamified cycling exercises motivate older adults in long-term care homes to engage in physical activity?

Conclusion

The study found that gamified cycling exercise is both acceptable and feasible for residents in long-term care homes.

Supporting Evidence

  • Gamification can motivate older adults to exercise by making activities enjoyable.
  • The study identified themes of ease of use, health benefits, and community engagement.
  • Safety was monitored through heart rate and symptom observation during exercises.

Takeaway

This study shows that making exercise fun with games can help older people in care homes want to exercise more.

Methodology

The study used interviews and focus groups to gather qualitative data on the experiences of residents and staff.

Limitations

The study was limited to a small sample size and focused on a specific population.

Participant Demographics

14 residents, 13 of whom were living with dementia.

Digital Object Identifier (DOI)

10.1093/geroni/igae098.3979

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