Feasibility and acceptability of gamified cycling exercise for residents in a long-term care home: A qualitative study

Gamification can motivate older adults to exercise by transforming physical activities into enjoyable experiences. Incorporating gaming elements in cycling exercises can foster a sense of interest and achievement, potentially improving health outcomes. This study investigated the acceptability and feasibility of motivating residents living in a long-term care (LTC) home with a gamified cycling exercise. Fourteen residents completed a 4-week gamified cycling exercise twice a week. Safety during exercise was addressed by assessing heart rate and observation. With an interpretive description approach, we conducted observations and interviews with residents and family members and focus groups with staff and leadership. The thematic analysis identifies three themes representing the feasibility and acceptability of gamified cycling exercise among LTC residents: ease of use and accessibility, physical and mental health benefits, fun engagement and community building. Future research should explore dementia-friendly design, culture-related game content, family orientation and engagement, group exercise and organization support. This study showed the promising acceptability and feasibility of gamified cycling exercise in an LTC home. Successful implementation relies on tailoring interventions to meet residents' specific needs and preferences while acquiring rapport with interdisciplinary staff in the care home.

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Publication Details

Journal
PLoS ONE
Published
2025-11-06
DOI
https://doi.org/10.1371/journal.pone.0335679
Citations
1
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
3.44
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article

Feasibility and acceptability of gamified cycling exercise for residents in a long-term care home: A qualitative study

Yang Qiu, Michelle Xiao, Lillian Hung, J Cheung et al.
1 citations
PLoS ONE
Educational Games and Gamification
3.44
article

Feasibility and acceptability of gamified cycling exercise for residents in a long-term care home: A qualitative study

Yang Qiu, Michelle Xiao, Lillian Hung, J Cheung, Arwen Fong, Tiffany Wu, Michelle Lam, Rigumula Wu, Zhiqi Shen, Yong Zhao, Jamie Lam, R. Singh, Lily Wong
article en
1 citations

Abstract

Gamification can motivate older adults to exercise by transforming physical activities into enjoyable experiences. Incorporating gaming elements in cycling exercises can foster a sense of interest and achievement, potentially improving health outcomes. This study investigated the acceptability and feasibility of motivating residents living in a long-term care (LTC) home with a gamified cycling exercise. Fourteen residents completed a 4-week gamified cycling exercise twice a week. Safety during exercise was addressed by assessing heart rate and observation. With an interpretive description approach, we conducted observations and interviews with residents and family members and focus groups with staff and leadership. The thematic analysis identifies three themes representing the feasibility and acceptability of gamified cycling exercise among LTC residents: ease of use and accessibility, physical and mental health benefits, fun engagement and community building. Future research should explore dementia-friendly design, culture-related game content, family orientation and engagement, group exercise and organization support. This study showed the promising acceptability and feasibility of gamified cycling exercise in an LTC home. Successful implementation relies on tailoring interventions to meet residents' specific needs and preferences while acquiring rapport with interdisciplinary staff in the care home.

PLoS ONEVol. 20(11)
University of British Columbia (CA), Nanyang Technological University (SG), Institute of Indigenous Peoples' Health (CA)
Openalex Percentile: Top 6%
Educational Games and Gamification
3.44
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