Gamification as a Behaviour Change Agent for Physical Activity

Use of behaviour change theory or constructs in basing intervention strategies to encourage older adults in physical activity (PA) has often resulted in greater effectiveness (Antikainen, 2011; Carlson et al., 2012; Chase, 2013; Müller & Khoo, 2014; Stewart et al., 2007; Yeom & Fleury, 2014). The belief in one’s ability to perform a physical activity

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Persuasive Technologies for Physical Activity Motivation of Older Adults

Persuasive technologies like exergames combine physical activity (PA) and exercise. Full-body movement exergames lead to behaviour change such as overcoming sedentariness and repeating activities, increased engagement, and participation in physical activity on the part of older adults’ due to gesture-based interactions (Mandryk, Gerling, & Stanley, 2014). Gestures for selection and moving a cursor on the

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