Affiliations: [a] School of Health Sciences, Ulster University, Newtownabbey, United Kingdom
| [b] School of Nursing and Midwifery, Medical Biology Centre, Queen’s University Belfast, Belfast, United Kingdom
| [c] School of Computing, Ulster University, Coleraine, United Kingdom
| [d] School of Physiotherapy, RCSI University of Medicine and Health Sciences, Dublin, Ireland
| [e] School of Physiotherapy, University of Otago, Dunedin, New Zealand
Correspondence:
[*]
Corresponding author: Dr. Sarah C. Howes, School of Health Sciences, Ulster University, Shore Road, Newtownabbey, Antrim, BT37 0QB United Kingdom. E-mail: [email protected]. and Prof Suzanne M. McDonough, School of Physiotherapy, RCSI University of Medicine and Health Sciences, Dublin, Ireland, and School of Health Sciences, Ulster University, Shore Road, Newtownabbey, Antrim, BT37 0QB United Kingdom. E-mail: [email protected].
Abstract: PURPOSE:This mixed methods study explored older adults’ experience using a bespoke active computer gaming (ACG) system designed to deliver falls prevention exercise. METHODS:Usability, acceptability and safety were evaluated through observation of system use, questionnaires, in-system ratings, and semi-structured interviews. Quantitative and qualitative data were synthesised concurrently to provide a deeper understanding of older adults’ experience with the system. RESULTS:N = 7 older adults (aged 73–88 years, most with increased fear of falling, and over half with reduced physical functioning) completed up to six uses of the system. Observations and qualitative feedback suggested that older adults’ experience with the system was influenced by physical health changes associated with ageing. Overall feedback after using the system was positive. Social support, from either the clinician or a peer, was a key theme influencing experience. CONCLUSIONS:Findings suggested that autonomous use of the system may not be feasible given the requirement and preference for social support.