Physical Literacy Promotion in Older Adults Using Active Video Gaming: A Sense of Presence and Attitudes Towards Exercise
Alexandre Monte Campelo, Larry Katz · 2018
Previous research has found that the use of virtual reality and active video games for physical literacy promotion could facilitate improved attitudes towards exercise. While active gaming may improve the development of physical literacy and increase motivation to exercise, attitudes may vary depending upon the age group and sense of presence during the activity. The purpose of this paper is to investigate the correlation between the sense of presence and the attitudes towards physical exercise in an active game-based exercise training program with older adults. We hypothesized that a more positive attitude towards physical exercise would lead to a higher sense of presence. The results from this study suggest that there is significant positive correlation between attitude towards exercise with the pre-disposition to feel immersed in an active game-based exercise program.