37 research outputs found
Exercise and rehabilitation delivered through exergames in older adults: An integrative review of technologies, safety and efficacy
Background: There has been a rapid increase in research on the use of virtual reality (VR) and gaming
technology as a complementary tool in exercise and rehabilitation in the elderly population.
Although a few recent studies have evaluated their efficacy, there is currently no in-depth
description and discussion of different game technologies, physical functions targeted, and safety
issues related to older adults playing exergames. Objectives: This integrative review provides an
overview of the technologies and games used, progression, safety measurements and associated
adverse events, adherence to exergaming, outcome measures used, and their effect on physical
function. Methods: We undertook systematic searches of SCOPUS and PubMed databases. Key
search terms included “game”, “exercise”, and “aged”, and were adapted to each database. To be
included, studies had to involve older adults aged 65 years or above, have a pre-post training or
intervention design, include ICT-implemented games with weight-bearing exercises, and have
outcome measures that included physical activity variables and/or clinical tests of physical function.
Results: Sixty studies fulfilled the inclusion criteria. The studies had a broad range of aims and
intervention designs and mostly focused on community-dwelling healthy older adults. The majority
of the studies used commercially available gaming technologies that targeted a number of different
physical functions. Most studies reported that they had used some form of safety measure during
intervention. None of the studies reported serious adverse events. However, only 21 studies (35%)
reported on whether adverse events occurred. Twenty-four studies reported on adherence, but only
seven studies (12%) compared adherence to exergaming with other forms of exercise. Clinical
measures of balance were the most frequently used outcome measures. PEDro scores indicated that
most studies had several methodological problems, with only 4 studies fulfilling 6 or more criteria out
of 10. Several studies found positive effects of exergaming on balance and gait, while none reported
negative effects. Conclusion: Exergames show promise as an intervention to improve physical function in older adults, with few reported adverse events. As there is large variability between
studies in terms of intervention protocols and outcome measures, as well as several methodological
limitations, recommendations for both practice and further research are provided in order to
successfully establish exergames as an exercise and rehabilitation tool for older adults.© 2015 Elsevier Ireland Ltd. All rights reserved. This is the authors' accepted and refereed manuscript to the article. Locked until januar 2017-01-01 due to the copyright restrictions
Rehabilitative devices for a top-down approach
In recent years, neurorehabilitation has moved from a "bottom-up" to a "top down" approach. This change has also involved the technological devices developed for motor and cognitive rehabilitation. It implies that during a task or during therapeutic exercises, new "top-down" approaches are being used to stimulate the brain in a more direct way to elicit plasticity-mediated motor re-learning. This is opposed to "Bottom up" approaches, which act at the physical level and attempt to bring about changes at the level of the central neural system. Areas covered: In the present unsystematic review, we present the most promising innovative technological devices that can effectively support rehabilitation based on a top-down approach, according to the most recent neuroscientific and neurocognitive findings. In particular, we explore if and how the use of new technological devices comprising serious exergames, virtual reality, robots, brain computer interfaces, rhythmic music and biofeedback devices might provide a top-down based approach. Expert commentary: Motor and cognitive systems are strongly harnessed in humans and thus cannot be separated in neurorehabilitation. Recently developed technologies in motor-cognitive rehabilitation might have a greater positive effect than conventional therapies
Can exergaming improve mental health of university students?
The academic, financial, and social pressures that emerge when adults begin university may lead them to encounter mental health challenges (American College Health Association [ACHA], 2016). In Ontario, 46.2% of university/college students have reported ‘excessive’ stress whereas 64.5% report ‘overwhelming’ anxiety (ACHA, 2016). One approach that may be useful for enhancing mental health is exergaming which uses motion-sensor technology requiring players to move their bodies to complete the videogame sessions (Huang et al., 2017). However, studies focused on the effectiveness of exergaming for improving mental health of university students are scarce in number and limited in scope. The overall purpose of this dissertation was to examine the role of exergaming in relation to mental health reported by university students. In Study 1, a synthesis of published intervention research using exergaming to change well-being – a psychological concept affiliated with mental health – reported by adults was conducted. Results from Study 1 indicated that less than 50.0% of the coded studies - using either multi- or single-group (pre-post-test) research designs - reported enhanced well-being as a function of exergaming. In Study 2, the link between the amount and intensity of exergaming behaviour per week and mental health reported by university students was evaluated. Results from Study 2 indicated that university students who reported more frequent exergaming behaviour during a typical week displayed lower anxiety and stress plus higher flourishing and vitality. In Study 3, the contributions of exergaming to mental health of university students were investigated using an experimental research design that compared exergaming against other physical activity behaviours and self-management approaches. Results from Study 3 showed that ‘exergamers’ did not present higher or lower mental health scores compared against ‘traditional’ exercisers but displayed less stress and anxiety when compared against pet therapy, as well as, higher vitality plus lower stress and anxiety compared to ‘non-exercisers’. The results from these studies make it apparent that exergaming may not offer anything ‘unique’ as a stimulus beyond more traditional modes of exercise, but it fosters mental health of university students
Efficacy and Moderators of Virtual Reality for Cognitive Training in People with Dementia and Mild Cognitive Impairment: A Systematic Review and Meta-Analysis
Background: Mild cognitive impairment (MCI) and dementia result in cognitive decline which can negatively impact everyday functional abilities and quality of life. Virtual reality (VR) interventions could benefit the cognitive abilities of people with MCI and dementia, but evidence is inconclusive. Objective: To investigate the efficacy of VR training on global and domain-specific cognition, activities of daily living and quality of life. To explore the influence of priori moderators (e.g., immersion type, training type) on the effects of VR training. Adverse effects of VR training were also considered. Methods: A systematic literature search was conducted on all major databases for randomized control trial studies. Two separate meta-analyses were performed on studies with people with MCI and dementia. Results: Sixteen studies with people with MCI and four studies with people with dementia were included in each meta-analysis. Results showed moderate to large effects of VR training on global cognition, attention, memory, and construction and motor performance in people with MCI. Immersion and training type were found to be significant moderators of the effect of VR training on global cognition. For people with dementia, results showed moderate to large improvements after VR training on global cognition, memory, and executive function, but a subgroup analysis was not possible. Conclusion: Our findings suggest that VR training is an effective treatment for both people with MCI and dementia. These results contribute to the establishment of practical guidelines for VR interventions for patients with cognitive decline
The Use of digital games to enhance the physical exercise activity of the elderly : a case of Finland
According to the World Health Organization (WHO), population ageing is a global phenomenon, which brings both challenges and opportunities for society. The current longer expected lifespan can create opportunities for the elderly to contribute in many ways to their families and communities. However, it greatly depends on their quality of life, which is affected by many factors, including physical and functional health, social well-being, and cognitive abilities. The WHO (2012) states that physical health is one of the indicators for the elderly’s quality of life, and it declines with increasing age. Participation in regular physical exercises can help the elderly improve their physical and mental health, and this has been aided by the use of modern technologies to promote the elderly’s physical and functional health.
Of these latest technologies, digital games have shown promise to improve and enhance the elderly’s physical activities through fun and engaging gameplay. The literature highlights that some commercial games in the market (e.g. Microsoft Kinect- Sports and Nintendo Wii Sports games) have the potential to improve the elderly’s physical health such as gait, balance, and fall prevention. However, researchers argue that these commercial games are not designed specifically for the elderly and their physical exercise activities. They state that most commercial games are not user-friendly for the elderly whose functional and physical abilities are limited due to their advanced years. The literature points out that more studies need to be undertaken to understand the usability and usefulness of digital games for physical exercise activities so that game designers can create elderly-friendly digital games in the future. In Finland, the government has been focusing on promoting healthy ageing and increasing home care services for the elderly. In recent years, Finnish researchers have used digital games to promote older Finns’ healthy and active ageing. The existing literature, whilst showing the potential of digital games for elderly Finns’ physical health, also acknowledges further research is needed particularly in the context of Finland.
Thus, in this study, we aimed at investigating digital games to specifically assess their applications for older Finns’ physical activities, focusing on the quality of users’ experiences, and their reported ease of use and perceived usefulness. We used the mixed methods approach, which applies both qualitative and quantitative research methods. The study design included four stages: requirements gathering, analysis and design, prototyping, and evaluation. Firstly, we conducted pre-studies to elicit users’ requirements. This was followed by the analysis of the resulting data to identify trends and patterns, which fuelled ideas in the brainstorming game design and development phases. The final product was a digital game-based physical exercise called the Skiing Game. We then evaluated the Skiing Game in Finland with 21 elderly Finns (M=7, F=14, Average Age =76). By using questionnaires, observation, and interviews, we investigated user experiences, focusing on the game’s usability, and usefulness for enhancing the physical activity and wellbeing of the elderly. We also conducted a comparative test of the Skiing Game in Japan with 24 elderly Japanese participants (M=12, F=12, Average Age = 72) to further understand non-Finnish elderly users’ experiences.
The findings from the usability study of the Skiing Game in Finland demonstrated that elderly Finns had a positive experience in the gameplay, and their motivation was noticeably high. It also confirmed that elderly Finns have a genuine interest in digital game-based exercises and strong intentions to play digital games as a form of physical exercise in the future. Although prior to the study most of them had negative views and misconceptions about digital games, after the gameplay their attitudes were decidedly positive. They acknowledged that whilst playing digital games could be an alternative way of exercising for them their use would primarily be when they don’t have access to their usual non-digital physical exercise. The Japanese usability of the Skiing Game showed that the elderly Japanese people also had positive user experiences in playing digital games, and also intend to use them in the future. Similarly, after playing the game they reported that their attitudes towards digital games become positive, and indicated playing digital games could be an alternative way of exercising. Although the comparison of the two studies suggests that the elderly Finns had relatively more positive experiences whilst playing the Skiing Game, compared to their Japanese counterparts, in general, both groups had a positive experience in the gameplay and showed interest in digital games as an alternative exercise.
Based on the usability lessons learned from these two studies, recommendations for practitioners and designers regarding improvements in game design and development are made in this report. Implementing these modifications into future designs and further development of digital games for the elderly will improve their commercial viability and user uptake. The findings from this study can provide valuable insights, particularly for Finnish policymakers and healthcare practitioners who are keen to introduce digital games into the aged-care sector in Finland. The studies have also provided valuable insights into the optimal methods for introducing Finnish digital games to international markets, in particular, digital games tailored specifically for the physical exercise needs and motivations of the elderly. By taking into consideration the limitations of the study, we provide our future studies and further improvements of the game to be conducted
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The development and applications of serious games in the public services: defence and health
This thesis was submitted for the award of Doctor of Philosophy and was awarded by Brunel University London.The latest advances of Virtual Reality technologies and three-dimensional graphics, as well as the developments in Gaming Technologies in the recent years, have stemmed the proliferation of Serious Games in a broader spectrum of research applications. Among the most popular areas of application are public services such as Defence and Health, where digital technologies realise new challenges and opportunities for research and development of Serious Games and for a variety of contexts. As with all games, the user engagement is elevated and apart from the entertaining aspect, Serious Games serve as a novel and promising alternative experience to knowledge transfer. Furthermore, Serious Games bring to the end user and the overall society a series of attractive benefits. These benefits include safety, cost-effectiveness, increased motivation and personalisation. Hence, this Thesis aims to investigate novel approaches of developing Serious Games that utilise the recent advances of Virtual Reality and Gaming Technology and facilitate the aforementioned benefits. The process of design and development of the novel tools and applications follow an iterative manner and are driven by the review of the available literature as well as end-user feedbackEPSRC (Engineering and Physical Sciences Research Council ) , MOD (UK), NHS (UK
Body into Narrative: Behavioral and Neurophysiological Signatures of Action Text Processing After Ecological Motor Training
Available online 8 November 2022Embodied cognition research indicates that sensorimotor training can influence action concept processing.
Yet, most studies employ isolated (pseudo)randomized stimuli and require repetitive single-effector
responses, thus lacking ecological validity. Moreover, the neural signatures of these effects remain poorly understood.
Here, we examined whether immersive bodily training can modulate behavioral and functional connectivity
correlates of action-verb processing in naturalistic narratives. The study involved three phases. First, in the Pretraining
phase, 32 healthy persons listened to an action text (rich in movement descriptions) and a non-action text
(focused on its characters’ perceptual and mental processes), completed comprehension questionnaires, and
underwent resting-state electroencephalogram (EEG) recordings. Second, in the four-day Training phase, half
the participants completed an exergaming intervention (eliciting full-body movements for 60 min a day) while
the remaining half played static videogames (requiring no bodily engagement other than button presses). Finally,
in the Post-training phase, all participants repeated the Pre-training protocol with different action and non-action
texts and a new EEG session. We found that exergaming selectively reduced action-verb outcomes and frontoposterior
functional connectivity in the motor-sensitive 10–20 Hz range, both patterns being positively correlated.
Conversely, static videogame playing yielded no specific effect on any linguistic category and did not modulate
functional connectivity. Together, these findings suggest that action-verb processing and key neural
correlates can be focally influenced by full-body motor training in a highly ecological setting. Our study illuminates
the role of situated experience and sensorimotor circuits in action-concept processing, addressing calls
for naturalistic insights on language embodimentSabrina Cervetto acknowledges the support of Centro
Interdisciplinario en Cognición para la Enseñanza y el
Aprendizaje and Centro de Investigación Básica en
Psicología. Lucía Amoruso is supported with funding
from the European Commission (H2020-MSCA-IF-GF-
2020; Grant 101025814), Ikerbasque Foundation, and
by the Spanish Ministry of Economy and
Competitiveness through the Plan Nacional RTI2018-
096216-A-I00. Adolfo García is an Atlantic Fellow at the
Global Brain Health Institute (GBHI) and is supported
with funding from GBHI, Alzheimer’s Association, and
Alzheimer’s Society (Alzheimer’s Association GBHI ALZ
UK-22-865742); ANID, FONDECYT Regular (1210176);
and Programa Interdisciplinario de Investigación
Experimental en Comunicación y Cognición (PIIECC),
Facultad de Humanidades, USACH