Tailoring Exergames for Clinical Populations: Lessons Learned and Design Considerations for Persons With Dementia and Late-Life Depression

Exergames have emerged as promising tools for enhancing physical and cognitive engagement among various populations. However, standard commercial exergames often follow a "one-size-fits-all" approach, which may not be effective in addressing the unique needs of clinical populations such as individuals with dementia and late-life depression (LLD). This paper explores the challenges and insights gained from tailoring exergames specifically for these groups. By detailing the design and development process, we highlight key lessons learned, including the importance of customizing game mechanics, user interfaces, and feedback systems to align with the cognitive and physical capabilities of these individuals. This paper further proposes design considerations and best practices for future research, aiming to maximize therapeutic outcomes, user engagement, and overall feasibility of exergame interventions.

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Publication Details

Journal
Cureus
Published
2025-05-05
DOI
https://doi.org/10.7759/cureus.83502
Citations
1
Primary Topic
Dementia and Cognitive Impairment Research
Type
article
Field-Weighted Citation Impact
1.47
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article

Tailoring Exergames for Clinical Populations: Lessons Learned and Design Considerations for Persons With Dementia and Late-Life Depression

Phillippa J. Lally, Winnie Sun, Sara Elgazzar, Sarah C Pistritto et al.
1 citations
Cureus
Dementia and Cognitive Impairment Research
1.47
article

Tailoring Exergames for Clinical Populations: Lessons Learned and Design Considerations for Persons With Dementia and Late-Life Depression

Phillippa J. Lally, Winnie Sun, Sara Elgazzar, Sarah C Pistritto, Andrew Hogue
article en
1 citations

Abstract

Exergames have emerged as promising tools for enhancing physical and cognitive engagement among various populations. However, standard commercial exergames often follow a "one-size-fits-all" approach, which may not be effective in addressing the unique needs of clinical populations such as individuals with dementia and late-life depression (LLD). This paper explores the challenges and insights gained from tailoring exergames specifically for these groups. By detailing the design and development process, we highlight key lessons learned, including the importance of customizing game mechanics, user interfaces, and feedback systems to align with the cognitive and physical capabilities of these individuals. This paper further proposes design considerations and best practices for future research, aiming to maximize therapeutic outcomes, user engagement, and overall feasibility of exergame interventions.

CureusVol. 17(5)
Ontario Tech University (CA)
Openalex Percentile: Top 20%
Dementia and Cognitive Impairment Research
1.47
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