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Purpose Active computer gaming (ACG) is a way for older people to participate in strength and balance exercise. Involving older adults in the development of a bespoke ACG system may optimise its usability and acceptability. The purpose of this paper is to employ user-centred design to develop an ACG system to deliver strength and balance exercises, and to explore its safety, usability and acceptability in older adults. Design/methodology/approach This paper describes user involvement from an early stage, and its influence on the development of the system to deliver strength and balance exercise suitable for display on a flat screen or using an Oculus Rift virtual reality (VR) headset. It describes user testing of this ACG system in older adults. Findings Service users were involved at two points in the development process. Their feedback was used to modify the ACG system prior to user testing of a prototype of the ACG system byn=9 older adults. Results indicated the safety, usability and acceptability of the system, with a strong preference for the screen display. Research limitations/implications The sample size for user testing was small; however, it is considered to have provided sufficient information to inform the further development of the system. Practical implications Findings from user testing were used to modify the ACG system. This paper identified that future research could explore the influence of repeated use on the usability and acceptability of ACG in older adults. Originality/value There is limited information on the usability and acceptability VR headsets in this population.
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Stored only when both papers are in the corpus — 18 citations exist upstream.
Papers that cite the same references — the relational fallback while embeddings are still backfilling.
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