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The Jade Gateway to Exergaming: How Socio-Cultural Factors Shape Exergaming Among East Asian Older Adults

Reza Hadi Mogavi, Juhyung Son, Simin Yang, Derrick M. Wang, Lydia Choong, Ahmad Alhilal, Peng Yuan Zhou, Pan Hui, Lennart E. Nacke

TL;DR

This study investigates how socio-cultural factors shape exergaming engagement among East Asian older adults (China, Japan, South Korea) through 64 in-depth interviews. Using a qualitative, Braun & Clarke-inspired thematic analysis, it identifies five attitudes toward exergaming (positive inquisitiveness, apprehension, energized self-efficacy, social-bridging orientation, dismissive indifference) and four socio-cultural drivers (aging perceptions, East Asian lifestyle traits, support networks, cultural interpretation of game mechanics). The work argues against one-size-fits-all design and offers six design recommendations to create culturally resonant exergames that promote physical activity, social connection, and personal growth. By integrating cultural heritage, community engagement, and sensitive symbolism, the paper provides practical guidance for HCI designers and highlights the importance of culturally informed design in health-oriented technologies for aging populations.

Abstract

Exergaming, blending exercise and gaming, improves the physical and mental health of older adults. We currently do not fully know the factors that drive older adults to either engage in or abstain from exergaming. Large-scale studies investigating this are still scarce, particularly those studying East Asian older adults. To address this, we interviewed 64 older adults from China, Japan, and South Korea about their attitudes toward exergames. Most participants viewed exergames with a positive inquisitiveness. However, socio-cultural factors can obstruct this curiosity. Our study shows that perceptions of aging, lifestyle, the presence of support networks, and the cultural relevance of game mechanics are the crucial factors influencing their exergame engagement. Thus, we stress the value of socio-cultural sensitivity in game design and urge the HCI community to adopt more diverse design practices. We provide several design suggestions for creating more culturally approachable exergames.

The Jade Gateway to Exergaming: How Socio-Cultural Factors Shape Exergaming Among East Asian Older Adults

TL;DR

This study investigates how socio-cultural factors shape exergaming engagement among East Asian older adults (China, Japan, South Korea) through 64 in-depth interviews. Using a qualitative, Braun & Clarke-inspired thematic analysis, it identifies five attitudes toward exergaming (positive inquisitiveness, apprehension, energized self-efficacy, social-bridging orientation, dismissive indifference) and four socio-cultural drivers (aging perceptions, East Asian lifestyle traits, support networks, cultural interpretation of game mechanics). The work argues against one-size-fits-all design and offers six design recommendations to create culturally resonant exergames that promote physical activity, social connection, and personal growth. By integrating cultural heritage, community engagement, and sensitive symbolism, the paper provides practical guidance for HCI designers and highlights the importance of culturally informed design in health-oriented technologies for aging populations.

Abstract

Exergaming, blending exercise and gaming, improves the physical and mental health of older adults. We currently do not fully know the factors that drive older adults to either engage in or abstain from exergaming. Large-scale studies investigating this are still scarce, particularly those studying East Asian older adults. To address this, we interviewed 64 older adults from China, Japan, and South Korea about their attitudes toward exergames. Most participants viewed exergames with a positive inquisitiveness. However, socio-cultural factors can obstruct this curiosity. Our study shows that perceptions of aging, lifestyle, the presence of support networks, and the cultural relevance of game mechanics are the crucial factors influencing their exergame engagement. Thus, we stress the value of socio-cultural sensitivity in game design and urge the HCI community to adopt more diverse design practices. We provide several design suggestions for creating more culturally approachable exergames.
Paper Structure (34 sections, 4 figures, 3 tables)

This paper contains 34 sections, 4 figures, 3 tables.

Figures (4)

  • Figure 1: Older adults engaging with different types of exergames. Exergames are digital games that involve physical activity. From left to right, we see a 2D-screen exergame 2DScreenEx, two Virtual Reality (VR) exergames SpheryV, and an Exercube-based exergame ExercubeExergame.
  • Figure 2: Interview in South Korea
  • Figure 3: Affinity diagramming
  • Figure 5: Manifestations of tradition and spirituality in various aspects of East Asian life. The first image (left) shows a traditional Chinese restaurant adorned with red lanterns, often associated with luck and prosperity. The second image (middle) captures a Japanese woman offering prayers at a family shrine, known as a Butsudan, reflecting the reverence for ancestral spirits. The third image (right) depicts a Korean vendor dressed in Hanbok, a traditional Korean dress, showcasing the enduring presence of traditional customs in contemporary society.