Jove
Visualize
Contact Us
JoVE
x logofacebook logolinkedin logoyoutube logo
ABOUT JoVE
OverviewLeadershipBlogJoVE Help Center
AUTHORS
Publishing ProcessEditorial BoardScope & PoliciesPeer ReviewFAQSubmit
LIBRARIANS
TestimonialsSubscriptionsAccessResourcesLibrary Advisory BoardFAQ
RESEARCH
JoVE JournalMethods CollectionsJoVE Encyclopedia of ExperimentsArchive
EDUCATION
JoVE CoreJoVE BusinessJoVE Science EducationJoVE Lab ManualFaculty Resource CenterFaculty Site
Terms & Conditions of Use
Privacy Policy
Policies

Related Concept Videos

You might also read

Related Articles

Articles linked to this work by shared authors, journal, and citation graph.

Sort by
Same author

mRUST Estimation of Tibial Fracture Healing After Intramedullary Nailing Using Deep Forest Model with a Genetically Optimized Wearable Sensor Layout.

Annals of biomedical engineering·2025
Same author

Wearable Device-Based Respiratory Complexity Analysis for Detecting Pulmonary Congestion in Patients With Heart Failure: Observational Exploratory Study.

Journal of medical Internet research·2025
Same author

Dynamic Changes of Longitudinal Arch Work Are Related to Energy Expenditure During Long-Distance Running.

Annals of biomedical engineering·2025
Same author

Quantifying Quadriceps Forces during Running Performed with and without Infrapatellar Straps.

Journal of human kinetics·2025
Same author

Benefits From Different Modes of Slow and Deep Breathing on Vagal Modulation.

IEEE journal of translational engineering in health and medicine·2024
Same author

The Biomechanics Effect of Hamstring Flexibility on the Risk of Osgood-Schlatter Disease.

Journal of healthcare engineering·2022

Related Experiment Video

Updated: Jan 13, 2026

Mobile Game-based Virtual Reality Program for Upper Extremity Stroke Rehabilitation
05:52

Mobile Game-based Virtual Reality Program for Upper Extremity Stroke Rehabilitation

Published on: March 8, 2018

19.6K

Age Differences in Flow Experience During Body Movement-Controlled Video Game Rehabilitation Tasks: Cross-Sectional

Shiyi Tong1, Lixuan Li2, Yuankun Zhang1

  • 1School of Biological Science and Medical Engineering, Beihang University, 37 Xueyuan Road, Haidian District, Beijing, 100191, China, 86 13521079466.

JMIR Serious Games
|October 29, 2025
PubMed
Summary

Older adults experience less flow in body movement-controlled video games (BMCVGs) due to age-related differences, particularly in sense of control. Tailoring BMCVG rehabilitation tasks is crucial for enhancing engagement and outcomes in older populations.

Keywords:
age differencesexergamesflowrehabilitationtask designvideo games

More Related Videos

Exergaming in Older People Living with HIV Improves Balance, Mobility and Ameliorates Some Aspects of Frailty
07:27

Exergaming in Older People Living with HIV Improves Balance, Mobility and Ameliorates Some Aspects of Frailty

Published on: October 6, 2016

10.6K
Calculating Heart Rate Variability from ECG Data from Youth with Cerebral Palsy During Active Video Game Sessions
08:12

Calculating Heart Rate Variability from ECG Data from Youth with Cerebral Palsy During Active Video Game Sessions

Published on: June 5, 2019

20.4K

Related Experiment Videos

Last Updated: Jan 13, 2026

Mobile Game-based Virtual Reality Program for Upper Extremity Stroke Rehabilitation
05:52

Mobile Game-based Virtual Reality Program for Upper Extremity Stroke Rehabilitation

Published on: March 8, 2018

19.6K
Exergaming in Older People Living with HIV Improves Balance, Mobility and Ameliorates Some Aspects of Frailty
07:27

Exergaming in Older People Living with HIV Improves Balance, Mobility and Ameliorates Some Aspects of Frailty

Published on: October 6, 2016

10.6K
Calculating Heart Rate Variability from ECG Data from Youth with Cerebral Palsy During Active Video Game Sessions
08:12

Calculating Heart Rate Variability from ECG Data from Youth with Cerebral Palsy During Active Video Game Sessions

Published on: June 5, 2019

20.4K

Area of Science:

  • Gerontology
  • Human-Computer Interaction
  • Rehabilitation Science

Background:

  • Body movement-controlled video games (BMCVGs) are increasingly used in rehabilitation for their engagement and physical training benefits.
  • Flow experience is vital for engagement and efficacy in BMCVGs but shows age-related differences.
  • Current BMCVG rehabilitation often fails to account for age-related differences in subjective experience, leading to lower engagement in older adults.

Purpose of the Study:

  • To investigate age-related differences in flow experience between younger and older adults during a BMCVG rehabilitation task.
  • To provide empirical data to inform the design of personalized and age-appropriate BMCVG rehabilitation programs.

Main Methods:

  • Forty participants (21 older adults, 19 younger adults) performed the 'Space Pop' BMCVG task.
  • Flow experience was measured using the Flow State Scale-2, assessing nine dimensions.
  • Nonparametric Wilcoxon rank-sum tests and bootstrap estimation for effect sizes were used for group comparisons.

Main Results:

  • Older adults reported significantly lower overall flow experience compared to younger adults (P<.001).
  • Significant age differences were found in challenge-skill balance, clear goals, sense of control, and loss of self-consciousness.
  • The 'sense of control' dimension showed the largest age-related effect (Cohen d=3.22), indicating a significantly greater impact on older adults.

Conclusions:

  • Age significantly influences flow experiences in BMCVG rehabilitation, with older adults showing reduced flow, especially in sense of control and goal clarity.
  • Potential contributing factors include age-related declines in cognitive processing speed, motor control, and self-efficacy.
  • Personalized BMCVG designs incorporating dynamic difficulty adjustment, clearer goals, and reduced motor demands are recommended to improve older adults' engagement and rehabilitation outcomes.