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Table 2 Themes resulting from the thematic analysis of primary end users’ data

From: ExerG: adapting an exergame training solution to the needs of older adults using focus group and expert interviews

Primary end users


The game environment distracts OAs from the physical and mental effort during training


Social relationships are of great importance and should be included in an exergame either through physical presence of therapists or direct interaction with therapists or co-players


Due to the age- or illness-related limitation of their personal agency, OAs desire safety during the training


OAs worry about feeling physically as well as technically overwhelmed. A lack of experience and concerns regarding the exposure to computer game addiction additionally leads to hesitancy regarding technology use


Narratively realistic training that focuses on ADL is desired to manage daily living as independently as possible


A wide variety of individual customization options are desired to increase motivation through successful exergame experiences

  1. PEU  primary end user, OAs  older adults, ADL  activities of daily living