By 2030, an estimated 21.6% of the U.S. population will exceed 65 years old. Within this demographic, ongoing broad efforts are needed to address modifiable factors related to common chronic conditions of aging. Digital, or “serious,” health games offer one innovative approach to reach and engage older adults, with documented positive impacts on physical, mental/cognitive, and social health. Informed by healthy aging theory and community-engaged, user-centered design methods, our multidisciplinary team has developed a prototype multicomponent educational exergame designed to educate about and promote healthy lifestyle behaviors (i.e., healthy eating, physical activity), stimulate cognitive functioning, engage movement, and promote social connection. Additionally, we included functional near infrared spectroscopy (fNIRS) in our pilot work to measure real time brain activation during gameplay. Our objectives are to: 1) describe the formative development and testing process of an example multi-component educational exergame, including multidisciplinary team science collaboration, application of aging theory, and use of community-engaged and user-centered approaches; and 2) present a pilot study examining implementation and multiple aspects of an innovative educational exergame, including usability, acceptability, preliminary impact, and cognitive function measurement using brain imaging technology (fNIRS) to measure changes in cognitive load during gameplay. The results provide initial support for acceptability, usability, and positive perceived impact, as well as the preliminary encouraging pre to post improvements in behavioral intention, content knowledge, and relative neural efficiency. This paper also explores the potential of implementing serious health games in senior centers as part of their regular programming.
Abstract Digital health games offer one innovative approach to engage older adults to support healthy aging. Multiple reviews have described the positive impact of health games. Limited research has examined multi-focus health games implemented in senior centers. Informed by healthy aging theory and community-engaged methods, our multi-disciplinary team developed/refined an educational exergame with a combined focus on educating about healthy lifestyle behaviors (i.e., physical activity, healthy eating), stimulating cognitive functioning, and engaging movement to support healthy aging. A pilot study (Nf13; mean age = 78, 100% female) examined team gameplay (4 sessions in two weeks) in a senior center. Teams (2–3 members) worked together to answer knowledge, trivia, and cognitive challenge questions and competed for the highest score. A post-gameplay survey asked about acceptability, usability (i.e., adapted System Usability Scale), and perceived game impact. Preliminary results suggest team gameplay was engaging and nearly all (>90%) agreed/strongly agreed that they enjoyed playing with others (i.e., on teams); were comfortable doing the physical movements during gameplay; were satisfied with game educational, trivia, and cognitive questions; enjoyed the social part of team gameplay; would recommend the game to others; and the game increased their knowledge and motivation regarding physical activity and healthy eating. The System Usability Scale was above 70, on average, suggesting above average usability for the game. Findings support use of this educational exergame as an innovative way to engage older adults in health promotion. Presentation will describe game development/refinement, senior center pilot, and implications for future research and senior center translation.