Literature DB >> 18275322

Virtual augmented exercise gaming for older adults.

Paul Van Schaik1, Jonathan Blake, Fred Pernet, Iain Spears, Clive Fencott.   

Abstract

This paper details the design, development, and testing of virtual augmented exercise (VAE) gaming for older adults. Three versions of an underwater VAE environment were tested with a sample of 22 healthy adults aged 50 or over. Participants strongly preferred VAE to traditional physical exercise, and adherence rate was 100%. The findings suggest that VAE with puzzles changes or negates the expected negative associations among exercise outcomes. Fitness level was not associated with performance in the game, irrespective of VAE type, indicating that persons who are less physically fit can expect to perform similarly to those who are more physically fit. In conclusion, the research found some evidence for the benefits of VAE with cognitive exercise (solving simple puzzles and hitting targets based on the answer). This type of exercise appears to be a promising method of exercise for older adults.

Entities:  

Mesh:

Year:  2008        PMID: 18275322     DOI: 10.1089/cpb.2007.9925

Source DB:  PubMed          Journal:  Cyberpsychol Behav        ISSN: 1094-9313


  8 in total

1.  Use of virtual reality technique for the training of motor control in the elderly. Some theoretical considerations.

Authors:  E D de Bruin; D Schoene; G Pichierri; S T Smith
Journal:  Z Gerontol Geriatr       Date:  2010-08       Impact factor: 1.281

2.  Effect of Aerobic Exercise Training on Mood in People With Traumatic Brain Injury: A Pilot Study.

Authors:  Ali A Weinstein; Lisa M K Chin; John Collins; Divya Goel; Randall E Keyser; Leighton Chan
Journal:  J Head Trauma Rehabil       Date:  2017 May/Jun       Impact factor: 2.710

3.  Attentional Demand of a Virtual Reality-Based Reaching Task in Nondisabled Older Adults.

Authors:  Yi-An Chen; Yu-Chen Chung; Rachel Proffitt; Eric Wade; Carolee Winstein
Journal:  J Mot Learn Dev       Date:  2015-12

4.  Social facilitation in virtual reality-enhanced exercise: competitiveness moderates exercise effort of older adults.

Authors:  Cay Anderson-Hanley; Amanda L Snyder; Joseph P Nimon; Paul J Arciero
Journal:  Clin Interv Aging       Date:  2011-10-20       Impact factor: 4.458

5.  Exergaming (XBOX Kinect™) versus traditional gym-based exercise for postural control, flow and technology acceptance in healthy adults: a randomised controlled trial.

Authors:  Gillian Barry; Paul van Schaik; Alasdair MacSween; John Dixon; Denis Martin
Journal:  BMC Sports Sci Med Rehabil       Date:  2016-08-23

6.  The Aerobic and Cognitive Exercise Study (ACES) for Community-Dwelling Older Adults With or At-Risk for Mild Cognitive Impairment (MCI): Neuropsychological, Neurobiological and Neuroimaging Outcomes of a Randomized Clinical Trial.

Authors:  Cay Anderson-Hanley; Nicole M Barcelos; Earl A Zimmerman; Robert W Gillen; Mina Dunnam; Brian D Cohen; Vadim Yerokhin; Kenneth E Miller; David J Hayes; Paul J Arciero; Molly Maloney; Arthur F Kramer
Journal:  Front Aging Neurosci       Date:  2018-05-04       Impact factor: 5.750

Review 7.  Non-Immersive Virtual Reality for Rehabilitation of the Older People: A Systematic Review into Efficacy and Effectiveness.

Authors:  Roberta Bevilacqua; Elvira Maranesi; Giovanni Renato Riccardi; Valentina Di Donna; Paolo Pelliccioni; Riccardo Luzi; Fabrizia Lattanzio; Giuseppe Pelliccioni
Journal:  J Clin Med       Date:  2019-11-05       Impact factor: 4.241

8.  Usability Test of Exercise Games Designed for Rehabilitation of Elderly Patients After Hip Replacement Surgery: Pilot Study.

Authors:  Yun Ling; Louis P Ter Meer; Zerrin Yumak; Remco C Veltkamp
Journal:  JMIR Serious Games       Date:  2017-10-12       Impact factor: 4.143

  8 in total

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