Exercise gaming – a motivational approach for older adults with vestibular dysfunction

Mikael Smærrup, Erik Gronvall, Simon Bo Larsen, Uffe Laessoe, J.J Henrikssen, Else Marie Damsgaard

Research output: Journal Article or Conference Article in JournalJournal articleResearchpeer-review

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.
Original languageEnglish
JournalDisability and Rehabilitation: Assistive Technology
Volume12
Issue number2
Pages (from-to)137-144
Number of pages8
ISSN1748-3107
DOIs
Publication statusPublished - 10 Jan 2017

Keywords

  • vestibular dysfunction
  • rehabilitation
  • patient compliance
  • motivation
  • Graphical computer games

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