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Assessing Motivational Differences Between Young and Older Adults When Playing an Exergame
Sruti Subramanian1, Yngve Dahl1, Nina Skjæret Maroni2
1Department of Computer Science, Norwegian University of Science and Technology, Trondheim, Norway.
Games for Health Journal
|September 19, 2019
Summary
Young adults prefer game challenges and scores in exergames, while older adults are motivated by health benefits and enjoyment. Exergames should be designed differently for each age group to maximize engagement.
Area of Science:
- Gerontology
- Human-Computer Interaction
- Exercise Science
Background:
- Exergames are increasingly used across age groups for recreation and rehabilitation.
- Optimal exergame design requires understanding age-specific motivational factors.
- Current knowledge on tailoring exergames for diverse populations and health outcomes is limited.
Purpose of the Study:
- To compare motivational factors influencing young and older adults' engagement with a balance training exergame.
- To identify age-specific design implications for motivating exergame use.
Main Methods:
- Laboratory-based assessment of a custom balance training exergame.
- Qualitative analysis of semistructured questionnaire responses from 12 young and 10 older adults.
- Comparison of intrinsic and extrinsic motivational drivers between age cohorts.
Main Results:
- Both young and older adults exhibited intrinsic and extrinsic motivation.
- Young adults were primarily motivated by game challenge and in-game rewards (scores).
- Older adults prioritized perceived health benefits (physical and cognitive) and enjoyment over in-game rewards.
Conclusions:
- Exergame design should consider age-related motivational differences.
- For older adults, emphasize potential health effects and joyful gameplay over reward systems.
- Downplay competitive elements for older users, focusing on intrinsic enjoyment and perceived well-being.

