showed that the participants refused gamification
elements of the training program. Development of
the training program has to consider the very
traditional expectations of the participants towards
the training and neglect typical exergaming
elements such as competition between participants
or graphical rewards.
Both user studies showed that attitudes, needs
and technology experiences differ significantly
among the participants. Consequently, some aspects
of the training program, such as exercises, design or
representation of the own person have to be
individually adapted to ensure high user acceptance
and use of the program.
Based on the results of these two studies, the
technical system will be developed. Within the
planned project, 30 participants will actively use the
training program at home for eight weeks. Each
training session will last about 30 minutes. An
evaluation study is planned to measure the
outcomes of the training regarding physical activity
and well-being of the older adults.
ACKNOWLEDGEMENTS
This project was partly funded by the Austrian
Research Promotion Agency (FFG, grant number:
7043062).
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