title: Exercise gaming - a motivational approach for older adults with vestibular dysfunction.
abstract: Purpose The purpose of the study was to identify possible reasons for a modest level of exercise compliance during computer-assisted training for vestibular rehabilitation. Method Qualitative design and analysis of 14 semi-structured interviews with seven participants before and after a period with computer-assisted home training. The interviews evolved around themes, such as the elderly participants' self-efficacy, motivation and acceptance of the technology. Results Age was not an excuse for the modest exercise compliance. The participants were basically self-efficient and accepted the technology, but their knowledge and understanding of the training programme were insufficient. The participants asked for a greater variation in the exercises and asked for closer contact with the physiotherapist. When Mitii is used for vestibular rehabilitation, the system has some limitations. Conclusions The modest level of exercise compliance can be explained by (1) missing variety of exercise speed and duration and lack of introducing new exercises, (2) insufficient interaction with the physiotherapist regarding the participants' performance and lack of social contact with other patients and (3) desire for a deeper understanding of the training programme with supplying information on the parts of the vestibular system addressed by the training. Implications for Rehabilitation Computer-assisted technologies should generate feedback on the quality of user performance and inform the patient of the relevance of the exercise. The technology should support social contact among patients with the same diagnosis and establish contact with the physiotherapist at the hospital advice and feedback. Varity and adjustments to exercises are necessary to maintain motivation and exercise compliance.
authors.affiliation: a Department of Geriatrics , Aarhus University Hospital , Aarhus , Denmark.
authors.forename: M
authors.initials: M
authors.lastname: Smaerup
authors.affiliation: b Department of Computer Games and Interaction Design , IT University of Copenhagen , Copenhagen , Denmark.
authors.forename: E
authors.initials: E
authors.lastname: Grönvall
authors.affiliation: c The Alexandra Institute Ltd , Aarhus , Denmark.
authors.forename: S B
authors.initials: SB
authors.lastname: Larsen
authors.affiliation: d Department of Health Science and Technology , Aalborg University , Aalborg , Denmark.
authors.forename: U
authors.initials: U
authors.lastname: Laessoe
authors.affiliation: e Ear, Nose and Throat Department , Aarhus University Hospital , Aarhus , Denmark.
authors.forename: J J
authors.initials: JJ
authors.lastname: Henriksen
authors.affiliation: a Department of Geriatrics , Aarhus University Hospital , Aarhus , Denmark.
authors.forename: E M
authors.initials: EM
authors.lastname: Damsgaard
mesh_terms: D000368:Aged; D000369:Aged, 80 and over; D005081:Exercise Therapy / Q000379:methods* / Q000523:psychology*; D005260:Female; D006801:Humans; D007407:Interviews as Topic; D008297:Male; D009042:Motivation; D010349:Patient Compliance; D026684:Personal Autonomy; D036301:Qualitative Research; D020377:Self Efficacy; D058992:Social Participation; D018910:Video Games / Q000523:psychology*
keywords: Graphical computer games; motivation; patient compliance; rehabilitation; vestibular dysfunction