Researcher(s)
- Kamari Lewis, Health Behavior Science, University of Delaware
Faculty Mentor(s)
- Elizabeth Orsega-Smith, Health behavioral science, University of Delaware
Abstract
Older adult populations are growing in the United States. In Delaware, estimates between 2020 and 2040 suggest that the 85 and older population would more than double and those greater than 65 would increase by more than 41 percent. The use of Exergames may promote social interaction, increase activity levels and reduce sedentary behaviors in this population. Exergaming has become more popular, acceptable, and accessible in this population, specifically through the use of the Wii gaming system in senior centers. However, the Wii is no longer manufactured, forcing older adults to adapt to using the Nintendo Switch system. In this study, 11 senior center members in groups of 2-4 older adults played Switch bowling for 1 hour once per week for 4 weeks. At baseline, participants completed a demographic questionnaire and cognitive tests. Participant scores were recorded each week. At Post participants completed cognitive tests and a usability scale. The purpose of this project is to identify the factors that influence Switch bowling scores in older adults learning a new exergames system. The 11 participants ( 2 males, 9 females) ranged from 67-78 years old (Mage= 72.0 + 3.7years). BMIs ranged from 24.61 to 52.45 (MBMI= 32.78 + 7.21), and all participants had at least a high school education. Baseline Saint Louis University Mental Status score (SLUMS) ranged from 13-25 ( MSLUMS= 21.3+ 3.3), Week1 bowling scores ranged from 116.5-194 (Mscore 150.2 + 23.6 ) and week 4 bowling scores ranged from 131-239 (Mscore 168.9 + 38.9). Correlation analysis will be conducted to examine the relationships between examined factors that are related to changes in bowling scores. This study demonstrates the potential for senior center members to use a new gaming system which potentially could impact individuals cognition longer term