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This study aims to determine the potential for 'safe' and 'effective' use of Microsoft Xbox One-based motion games for the geriatric population through expert consensus using a unique set of assessments, and to provide clinicians with an evidence-based guide to game selection.
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| Label | Type | Description | Intervention Names |
|---|---|---|---|
| Expert panel | The study sample will consist of a group of experts selected using purposive sampling, who are equipped to clinically and technically evaluate games on the Microsoft Xbox One platform. The target panel is approximately 20 individuals, including physiotherapists (with geriatrics/neurology experience) and academics and clinicians working in the field of game technology. Experience in the field of game technology will be considered when submitting the form. |
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| Name | Type | Description | Arm Group Labels | Other Names |
|---|---|---|---|---|
| Exergame Applications Assessment | Other | The 'Exergame Applications Assessment Form-Geriatrics (EUDF-G)', to be used in this research, is an assessment form developed by our research team to evaluate the clinical suitability of commercially available games. This form, not directly taken from any existing scale, is structured by combining internationally valid models such as technological usability (SUS), game experience (GEQ), enjoyment of physical activity (PACES-S), and exergame motivation (EEQ) with elderly population-specific motor-safety criteria (Gerling et al., 2012; Marston & Smith, 2013). This hybrid structure constitutes the unique value of our study, offering a systematic assessment pool designed by our researchers for the clinical selection of Microsoft Xbox One games in the field of geriatric rehabilitation. |
| Measure | Description | Time Frame |
|---|---|---|
| Exergame Applications Evaluation Form-Geriatrics (EUDF-G): | The 'Exergame Applications Evaluation Form-Geriatrics (EUDF-G)', to be used in this research, is an evaluation form developed by our research team to assess the clinical suitability of commercially available games. This form, not directly derived from any existing scale, is structured by combining internationally valid models such as technological usability (SUS), game experience (GEQ), enjoyment of physical activity (PACES-S), and exergame motivation (EEQ) with elderly population-specific motor-safety criteria (Gerling et al., 2012; Marston & Smith, 2013). This hybrid structure constitutes the unique value of our study, offering a systematic evaluation pool designed by our researchers for the clinical selection of Microsoft Xbox One games in the field of geriatric rehabilitation. | 1 week |
| Measure | Description | Time Frame |
|---|---|---|
| Game Demonstration Materials: | As part of the research, a total of 17 games/activities with potential for use in geriatric rehabilitation and compatible with the Microsoft Xbox One Kinect sensor will be submitted for expert evaluation. These games are grouped according to their requirements for lower extremity strength, upper extremity coordination, dynamic balance, and cardiovascular endurance as shown in the table. The "Microsoft Xbox One Game Demonstration Materials," which will be submitted for evaluation by the expert panel as part of the research, consist of the following components that clinically and technically standardize the potential effects of the game on the geriatric population. |
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Inclusion Criteria:
Exclusion Criteria:
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The list of 17 games prepared by our research team will be presented to 20 experts in the form of a digital catalog.
| Name | Role | Phone | Extension | |
|---|---|---|---|---|
| GULFİDAN TOKGÖZ, Lecturer, PhD (c) | Contact | 0552 022 76 32 | gulfidan.tokgoz@gmail.com |
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| Facility | Status | City | State | ZIP | Country | Contacts |
|---|---|---|---|---|---|---|
| Balıkesir University | Balıkesir | Turkey (Türkiye) |
| PubMed Identifier | Type | Citation | Retractions |
|---|---|---|---|
| 26181682 | Result | Wiemeyer J, Deutsch J, Malone LA, Rowland JL, Swartz MC, Xiong J, Zhang FF. Recommendations for the Optimal Design of Exergame Interventions for Persons with Disabilities: Challenges, Best Practices, and Future Research. Games Health J. 2015 Feb;4(1):58-62. doi: 10.1089/g4h.2014.0078. Epub 2014 Dec 3. |
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| 1 week |