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dc.contributor.authorSwinnen, Nathalie
dc.contributor.authorBruin, Eling D. de
dc.contributor.authorDumoulin, Chantal
dc.contributor.authorThalmann, Melanie
dc.contributor.authorGuimarães, Vânia
dc.contributor.authorDe Jong, Jacqueline
dc.contributor.authorVandenbulcke, Mathieu
dc.contributor.authorVancampfort, Davy
dc.date.accessioned2024-08-16T13:18:01Z
dc.date.availableNO_RESTRICTIONfr
dc.date.available2024-08-16T13:18:01Z
dc.date.issued2021-11-04
dc.identifier.urihttp://hdl.handle.net/1866/33733
dc.publisherFrontiers Mediafr
dc.rightsCe document est mis à disposition selon les termes de la Licence Creative Commons Paternité 4.0 International. / This work is licensed under a Creative Commons Attribution 4.0 International License.
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/deed.fr
dc.subjectActive videogamefr
dc.subjectDementiafr
dc.subjectFeasibilityfr
dc.subjectMotivationfr
dc.subjectPhysical activityfr
dc.subjectResidential carefr
dc.subjectSerious gamefr
dc.titleThe VITAAL stepping exergame prototype for older adults with major neurocognitive disorder : a usability studyfr
dc.typeArticlefr
dc.contributor.affiliationUniversité de Montréal. Faculté de médecine. École de réadaptationfr
dc.identifier.doi10.3389/fnagi.2021.701319
dcterms.abstractPurpose: This study investigates the usability of a stepping exergame in older adults with major neurocognitive disorder (MNCD) residing in a long-term care facility. Materials and Methods: A mixed methods study was conducted. Participants played exergames for 30 min on one try-out session. During the exergames, the think aloud method was used, and field notes were taken by the facilitator. Following the exergames, participants completed the System Usability Scale (SUS) and a semi-structured indepth interview about usability including their personal experiences. Audio files were transcribed and a thematic content analysis of the think aloud data, field notes and interviews were performed using NVivo 12. Results: Twenty-two participants with MNCD were included [mean age = 84.3 ± 5.5 (70–95) years; 81.8% women; Short Physical Performance Battery score = 7.5 ± 3.2 (1–12), Montreal Cognitive Assessment score = 11.9 ± 4.4 (2–19)]. System usability was rated “ok to good” with a mean SUS score of 57.8 (SD = 12.3) with scores ranging from 37.5 to 90.0. Five main themes emerged from the thematic content analysis: (1) perceived user friendliness and acceptability of the exergames; (2) interactional experience; (3) motivational factors; (4) training modalities; and (5) risks. There were no adverse events nor dropouts. Conclusion: Participants evaluated the usability of the exergames positively. The results indicate that the stepping exergame is usable in older adults with MNCD.fr
dcterms.isPartOfurn:ISSN:1663-4365fr
dcterms.languageengfr
UdeM.ReferenceFournieParDeposanthttps://doi.org/10.3389/fnagi.2021.701319fr
UdeM.VersionRioxxVersion publiée / Version of Recordfr
oaire.citationTitleFrontiers in aging neurosciencefr
oaire.citationVolume13fr


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Ce document est mis à disposition selon les termes de la Licence Creative Commons Paternité 4.0 International. / This work is licensed under a Creative Commons Attribution 4.0 International License.
Usage rights : Ce document est mis à disposition selon les termes de la Licence Creative Commons Paternité 4.0 International. / This work is licensed under a Creative Commons Attribution 4.0 International License.