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.
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。