Literature DB >> 22122605

Effects of interactive physical-activity video-game training on physical and cognitive function in older adults.

Pauline Maillot1, Alexandra Perrot, Alan Hartley.   

Abstract

The purpose of the present study was to assess the potential of exergame training based on physically simulated sport play as a mode of physical activity that could have cognitive benefits for older adults. If exergame play has the cognitive benefits of conventional physical activity and also has the intrinsic attractiveness of video games, then it might be a very effective way to induce desirable lifestyle changes in older adults. To examine this issue, the authors developed an active video game training program using a pretest-training-posttest design comparing an experimental group (24 × 1 hr of training) with a control group without treatment. Participants completed a battery of neuropsychological tests, assessing executive control, visuospatial functions, and processing speed, to measure the cognitive impact of the program. They were also given a battery of functional fitness tests to measure the physical impact of the program. The trainees improved significantly in measures of game performance. They also improved significantly more than the control participants in measures of physical function and cognitive measures of executive control and processing speed, but not on visuospatial measures. It was encouraging to observe that, engagement in physically simulated sport games yielded benefits to cognitive and physical skills that are directly involved in functional abilities older adults need in everyday living (e.g., Hultsch, Hertzog, Small, & Dixon, 1999).

Entities:  

Mesh:

Year:  2011        PMID: 22122605     DOI: 10.1037/a0026268

Source DB:  PubMed          Journal:  Psychol Aging        ISSN: 0882-7974


  84 in total

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Journal:  Ageing Res Rev       Date:  2015-10-14       Impact factor: 10.895

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5.  Interactive video gaming compared with health education in older adults with mild cognitive impairment: a feasibility study.

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Journal:  Int J Geriatr Psychiatry       Date:  2014-01-22       Impact factor: 3.485

Review 6.  On the validity and generality of transfer effects in cognitive training research.

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Journal:  Psychol Res       Date:  2014-04-02

7.  Is Enhanced Physical Activity Possible Using Active Videogames?

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8.  Impact of a Pilot Videogame-Based Physical Activity Program on Walking Speed in Adults with Schizophrenia.

Authors:  H Leutwyler; E Hubbard; B A Cooper; G Dowling
Journal:  Community Ment Health J       Date:  2017-11-10

Review 9.  The Effects of Video Games on Cognition and Brain Structure: Potential Implications for Neuropsychiatric Disorders.

Authors:  Tahireh A Shams; George Foussias; John A Zawadzki; Victoria S Marshe; Ishraq Siddiqui; Daniel J Müller; Albert H C Wong
Journal:  Curr Psychiatry Rep       Date:  2015-09       Impact factor: 5.285

10.  Children's Media Use and Self-Regulation Behavior: Longitudinal Associations in a Nationwide Japanese Study.

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Journal:  Matern Child Health J       Date:  2016-10
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