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Distilling the key insights…
Exergaming adoption among older adults in China, Japan, and South Korea is fundamentally mediated by a complex interplay of socio-cultural values, traditional philosophies, and perceptions of aging. While participants exhibit a baseline of positive curiosity regarding the potential for physical and cognitive health benefits, engagement is frequently tempered by apprehension toward rapid technological change and a perceived incompatibility between digital simulations and traditional lifestyles. The research highlights that successful integration of these technologies requires moving beyond universal accessibility features toward a design paradigm that respects local cultural nuances, such as the Japanese concept of Wa, the Korean practice of Nunchi, and the Chinese emphasis on Mianzi.
The study, which draws on semi-structured interviews with 64 older adults, identifies five primary attitudinal themes: positive inquisitiveness, apprehension, energized self-efficacy, social-bridging orientation, and dismissive indifference. Key drivers for adoption include the desire for intergenerational connection and community-based social interaction, while significant barriers remain in the form of societal stereotypes, privacy concerns, and a preference for non-digital, nature-oriented activities. Participants often reinterpret game mechanics through their own philosophical lenses, viewing technology as a potential threat to ancestral wisdom and social harmony if not implemented with sufficient cultural sensitivity.
To improve adoption and meaningful engagement, developers must prioritize localized, user-centered design that balances innovation with traditional principles. Recommendations include integrating cultural heritage into game content, fostering peer-supported environments, and ensuring that interfaces reflect the values of simplicity and collectivism prevalent in East Asian societies. While the findings provide critical qualitative insights into the intersection of gerontology and human-computer interaction, future research should incorporate observational and experimental methodologies to further validate these conclusions and address the limitations of self-reported data.
DiGRA · 2026