The process associated with motivation of a home-based Wii Fit exercise program among sedentary African American women with systemic lupus erythematosus |
| |
Authors: | Hon K. Yuen Hazel L. Breland Laura K. Vogtle Katy Holthaus Diane L. Kamen David Sword |
| |
Affiliation: | 1. Department of Occupational Therapy, School of Health Professions, University of Alabama at Birmingham, 1530 3rd Avenue South, Birmingham, AL 35294, USA;2. Division of Occupational Therapy, College of Health Professions, Medical University of South Carolina, Charleston, SC 29425, USA;3. Department of Health Sciences & Research, College of Health Professions, Medical University of South Carolina, Charleston, SC 29425, USA;4. Division of Rheumatology & Immunology, Department of Medicine, Medical University of South Carolina, Charleston, SC 29425, USA;5. Division of Physical Therapy, College of Health Professions, Medical University of South Carolina, Charleston, SC 29425, USA |
| |
Abstract: | ObjectiveTo explore the process associated with the motivation for playing Wii Fit among patients with systemic lupus erythematosus (SLE).MethodsIndividual in-depth semi-structured telephone interviews were conducted with 14 sedentary African American women with SLE to explore their experiences and reflect on their motivation for playing Wii Fit after completing a 10-week home-based Wii Fit exercise program. Interviews were audio-recorded, transcribed verbatim, and analyzed using the constant comparative method to identify categories related to participants' motivation. Three authors independently sorted, organized and coded transcript text into categories, then combined the categories into themes and subthemes.ResultsIn addition to the two themes (Ethical principal of keeping a commitment, and Don't want to let anyone down) generic to home-based exercise trials, we identified five themes (Enjoyment, Health Benefits, Sense of Accomplishment, Convenience, and Personalized) that revealed why the participants were motivated to play the Wii Fit. Enjoyment had three subthemes: Interactive, Challenging, and Competitive with an embedded social element. However, several participants commented they were not able to do many activities, master certain games, or figure out how to play some; as a result, they were bored with the limited selection of activities that they could do.ConclusionsThe motivational elements of the Wii Fit may contribute to improved exercise motivation and adherence in select sedentary African American women with SLE. Results provide a better understanding on the important elements to incorporate in the development of sustainable home-based exercise programs with interactive health video games for this population. |
| |
Keywords: | |
本文献已被 ScienceDirect 等数据库收录! |
|