关键词: community older adults prefrailty qualitative research somatosensory games

来  源:   DOI:10.1111/phn.13366

Abstract:
BACKGROUND: Somatosensory game interventions have been used to rehabilitate hospitalized older adults. However, their application in prefrail older adults in the community is poorly understood, hindering the development of effective intervention strategies and exercise diversification.
OBJECTIVE: This study aimed to explore the experiences of prefrail Chinese older adults engaging in somatosensory gaming interventions and thus develop tailored intervention frameworks and support strategies.
METHODS: We conducted semistructured interviews with 12 prefrail older adults who participated in a 12-week sensory game intervention study from August to September 2022. The interviews were analyzed using Nvivo 11.0 software following Colaizzi\'s seven-step analysis method.
RESULTS: Somatosensory game intervention experiences were classified into four main themes and 11 subthemes: health intervention effects (enhanced limb muscle strength, improved reaction capacity, alleviated negative emotions), positive experiences (enhanced self-achievement, increased exercise motivation, elevated social engagement), negative experiences (frustration from unmet score expectations, initial discomfort), and intervention requirements (sustained interventions, technical support, personalized content).
CONCLUSIONS: The findings have implications for somatosensory game interventions targeting prefrail older adults in the community.
摘要:
背景:体感游戏干预已被用于住院老年人的康复。然而,他们在社区中老年人中的应用知之甚少,阻碍了有效干预策略的发展和多样化的锻炼。
目的:本研究旨在探索中国老年人参与体感游戏干预的经验,从而制定量身定制的干预框架和支持策略。
方法:我们对参加2022年8月至9月为期12周的感官游戏干预研究的12名前体弱老年人进行了半结构化访谈。访谈使用Nvivo11.0软件按照Colaizzi的七步分析方法进行分析。
结果:体感游戏干预经验分为四个主要主题和11个子主题:健康干预效果(增强肢体肌肉力量,提高反应能力,缓解负面情绪),积极的经历(增强自我成就,增加运动动机,提高社会参与度),负面体验(来自未满足的分数期望的挫败感,初始不适),和干预要求(持续干预,技术支持,个性化内容)。
结论:这些发现对社区中针对体弱老年人的体感游戏干预具有启示意义。
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