AbstractBackgroundThere is increasing interest in using exergames to promote physical and cognitive functioning. Examining the perceived workload and various motivators/barriers associated with enrollment and retention in exergame studies is needed to design engaging and sustainable exergame interventions. In this study, we examined the perceived workload, motivators, barriers, and general feedback from older adults participating in an exergame study.MethodWe conducted 3 semi‐structured focus groups among 14 older adults from a senior living center to evaluate motivators and barriers associated with joining and remaining in the Stimulation with Intricate Movements (SWIM) study. The SWIM study was designed to assess the impact of an exergame called “Bandit the Dolphin” which simultaneously integrates cognitive and physical activity within an immersive, interactive environment. The NASA‐TLX scale was used to assess perceived workload during gameplay, and ratings ranged from 0‐100 (low to high workload). An exit survey assessed participants’ experiences and perceived changes in activity following the study (e.g., social, cognitive, physical).ResultMotivators for joining were self‐improvement, generativity, peer referrals, and curiosity. Motivators for retention involved immersion during gameplay, gaining a sense of accomplishment, and exercise. Barriers included exhaustion/pain from standing and frustration from lack of level advancement. Perceived effort [M=62.5,SD=13.0] and physical demand [M=57.9,SD=13.8] were the highest ranked categories on the NASA‐TLX scale, followed by mental demand [M=49.3,SD=17.2]. Frustration received the lowest ranking [M=37.9,SD=26.5]. From the exit survey, 100% would recommend the study to a friend, 53% said participating in the study changed their physical activity levels, and 40% reported changes in their comfort with video games/technology.ConclusionPrimary motivators for study initiation and retention align with the Self‐Determination Theory which posits intrinsic motivation arises when autonomy, competence, and social relatedness are achieved. NASA‐TLX results show that perceived effort and physical demand of gameplay ranked highest, followed by mental demand, with frustration ranking the lowest. Notably, all participants would recommend the study to a friend. Overall, participants perceived “Bandit the Dolphin” as a cognitively and physically demanding, enjoyable, and effortful exergame. These results will guide future efforts to design engaging and sustainable exergames aimed at improving cognitive and functional health among older adults.