Using Active Video Games to Improve Physical Literacy Levels in Older Adults: A Mixed-Methods Approach

dc.contributor.advisorKatz, Larry
dc.contributor.advisorSheehan, Dwayne Patrick
dc.contributor.authorCampelo, Alexandre Monte
dc.contributor.committeememberSchneider, Kathryn J.
dc.contributor.committeememberParker, James R.
dc.contributor.committeememberHall, Nathan D.
dc.contributor.committeememberSieppert, Jackie D.
dc.date2020-11
dc.date.accessioned2020-10-08T20:36:46Z
dc.date.available2020-10-08T20:36:46Z
dc.date.issued2020-10-02
dc.description.abstractThe concept of physical literacy has become widely adopted in the past few decades into education, sport, and recreation to support active and healthy lifestyles. Concomitantly, the advancement of technologies, especially those in wearable activity trackers and active video games, has allowed mind-body integrated physical activity, preventing sedentary lifestyles. The implications of technologies to physical literacy seem promising, however, they have been mostly explored in children and youth populations. This thesis explores, in six chapters, the use of active video games in a structured exercise program for older adults in order to improve their physical literacy. The first chapter introduces the thesis topics, the research questions that this thesis seeks to answer. Chapter two presents the relevant literature on the benefits and challenges of using active video games for physical activity promotion, functional skills maintenance, injury, and chronic diseases prevention in the elderly. Based on the literature background, chapter three presents an ecological model to implement active video games as part of exercise programs to improve older adults’ physical literacy. In order to understand the effects of active video game training on older adults’ physical literacy, chapter four presents a randomized controlled trial conducted with community-dwelling older adults. From a total of 40 participants who completed the trial, 15 were selected to provide their perceptions of using technologies to engage in physical activity, which was addressed in chapter five. The mixed-method analysis demonstrated the feasibility of using technologies to improve older adults’ physical literacy, and chapter six summarizes the overall results, limitations, and recommendations for researchers, healthcare providers, policymakers, and technology designers.en_US
dc.identifier.citationCampelo, A. M. (2020). Using Active Video Games to Improve Physical Literacy Levels in Older Adults: A Mixed-Methods Approach (Doctoral thesis, University of Calgary, Calgary, Canada). Retrieved from https://prism.ucalgary.ca.en_US
dc.identifier.doihttp://dx.doi.org/10.11575/PRISM/38331
dc.identifier.urihttp://hdl.handle.net/1880/112676
dc.language.isoengen_US
dc.publisher.facultyKinesiologyen_US
dc.publisher.institutionUniversity of Calgaryen
dc.rightsUniversity of Calgary graduate students retain copyright ownership and moral rights for their thesis. You may use this material in any way that is permitted by the Copyright Act or through licensing that has been assigned to the document. For uses that are not allowable under copyright legislation or licensing, you are required to seek permission.en_US
dc.subjectPhysical Literacyen_US
dc.subjectOlder Adultsen_US
dc.subjectTechnologyen_US
dc.subjectExergameen_US
dc.subjectFitness Trackeren_US
dc.subjectActive Video Gameen_US
dc.subject.classificationEducation--Healthen_US
dc.subject.classificationEducation--Technologyen_US
dc.titleUsing Active Video Games to Improve Physical Literacy Levels in Older Adults: A Mixed-Methods Approachen_US
dc.typedoctoral thesisen_US
thesis.degree.disciplineKinesiologyen_US
thesis.degree.grantorUniversity of Calgaryen_US
thesis.degree.nameDoctor of Philosophy (PhD)en_US
ucalgary.item.requestcopytrueen_US
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