The Jade Gateway to Exergaming: How Socio-Cultural Factors Shape Exergaming Among East Asian Olde...
summary
Sixty-four one‑on‑one interviews across China Japan and South Korea (average age 71, range 61–85, 37 female) reveal that socio‑cultural factors—perceptions of aging, East Asian lifestyles and spiritual norms, presence of support networks, and cultural interpretation of game mechanics—determine exergame adoption; analysis produces five attitude themes (most common: positive inquisitiveness, least: dismissive indifference) and yields six design suggestions after nine months of qualitative work.
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