The Jade Gateway to Exergaming: How Socio-Cultural Factors Shape Exergaming Among East Asian Older Adults

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.

Authors

Institutions

Publication Details

Journal
Proceedings of the ACM on Human-Computer Interaction
Published
2024-10-14
DOI
https://doi.org/10.1145/3677106
Citations
5
Primary Topic
Technology Use by Older Adults
Type
article
Field-Weighted Citation Impact
8.54

Funders

Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

The Jade Gateway to Exergaming: How Socio-Cultural Factors Shape Exergaming Among East Asian Older Adults

Pan Hui, Pengyuan Zhou, Lennart E. Nacke, Ahmad Alhilal et al.
5 citations
Proceedings of the ACM on Human-Computer Interaction
Technology Use by Older Adults
8.54
article

The Jade Gateway to Exergaming: How Socio-Cultural Factors Shape Exergaming Among East Asian Older Adults

Pan Hui, Pengyuan Zhou, Lennart E. Nacke, Ahmad Alhilal, S. C. Yang, Juhyung Son, D. Wang, Reza Hadi Mogavi, Lydia Choong
article en
5 citations

Abstract

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.

Proceedings of the ACM on Human-Computer InteractionVol. 8(CHI PLAY)
University of Waterloo (CA), Hong Kong University of Science and Technology (HK), Aarhus University (DK), University of Hong Kong (HK)
Lupina Foundation, University of Waterloo, Canadian Institutes of Health Research, Natural Sciences and Engineering Research Council of Canada, Social Sciences and Humanities Research Council of Canada
Openalex Percentile: Top 3%
Technology Use by Older Adults
8.54
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.