What is it about?

This article reviews research on using games and game-like elements to encourage exercise in older adults. Regular exercise is important for health, but only 15% of seniors get the recommended amount. Making exercise more fun, like a game, can increase motivation and enjoyment. Strategies include using wearable devices like Fitbits that track activity and provide rewards. Studies show these devices increase daily steps compared to regular pedometers. The tracking and rewards make exercise feel like a game. Apps and websites can also gamify exercises by setting step challenges, awarding badges for achievements, and giving personalized feedback. Research shows gamified exercise modestly increases seniors' physical activity levels and mental health. Making exercise into a game makes it more fun and helps create long-term exercise habits. More research is still needed to find the best gamification techniques. Overall, gamifying exercise looks promising to help seniors be more active and healthy.

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Why is it important?

This article is important because it reviews an emerging approach to improving health outcomes in the growing elderly population. With seniors less physically active but needing exercise for health, gamification of exercise provides a timely potential solution. The research shows these new gamified strategies, like wearables and apps, can successfully increase motivation and adherence in exercise programs. This small but meaningful boost in activity from making exercise fun, like a game, could help seniors be more active, improving physical and mental health. More work is still needed, but gamification looks promising to help address the major public health issue of insufficient exercise in the elderly.

Perspectives

I'm excited to review an innovative approach that could really make a difference in seniors' health. Finding ways to motivate older adults to exercise is hugely important yet challenging. Gamification strategies seem to tap into key drivers of human behavior - things like goals, rewards, engagement, and fun. The research shows this concept has real promise to inspire seniors to move more. Their health improves, even if it's a modest change. To me, that's meaningful progress. This is just the beginning of gamification research, and I'm eager to investigate further techniques to optimize these interventions. I hope that fun, game-like programs will soon become standard practice in senior fitness, helping older adults live longer, healthier lives. Gamification for exercise has real potential to improve public health.

Thomas F Heston MD
University of Washington

Read the Original

This page is a summary of: Gamifying Exercise in the Elderly, Journal of Clinical Medical Research, July 2023, Athenaeum Scientific Publishers,
DOI: 10.46889/jcmr.2023.4211.
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