Exergaming, blending exercise and gaming, improves the physical and mental health of older adults. We currently do not fully know the factors that drive older adults to either engage in or abstain from exergaming. Large-scale studies investigating this are still scarce, particularly those studying East Asian older adults. To address this, we interviewed 64 older adults from China, Japan, and South Korea about their attitudes toward exergames. Most participants viewed exergames with a positive inquisitiveness. However, socio-cultural factors can obstruct this curiosity. Our study shows that perceptions of aging, lifestyle, the presence of support networks, and the cultural relevance of game mechanics are the crucial factors influencing their exergame engagement. Thus, we stress the value of socio-cultural sensitivity in game design and urge the HCI community to adopt more diverse design practices. We provide several design suggestions for creating more culturally approachable exergames.
翻译:体感游戏融合了锻炼与游戏元素,能够改善老年人的身心健康。目前我们尚未完全了解驱动老年人参与或回避体感游戏的影响因素。针对这一问题的大规模研究仍然匮乏,尤其缺乏针对东亚老年人群体的研究。为此,我们访谈了来自中国、日本和韩国的64位老年人,探究他们对体感游戏的态度。大多数参与者对体感游戏表现出积极的好奇心,但社会文化因素可能阻碍这种好奇心的转化。研究表明,对老龄化的认知、生活方式、支持网络的存在以及游戏机制的文化相关性是影响其参与体感游戏的关键因素。因此,我们强调游戏设计中社会文化敏感性的价值,并呼吁人机交互领域采用更多元化的设计实践。我们提出了若干设计建议,以创建更具文化亲和力的体感游戏。