Literature DB >> 24198306

Exergaming in older adults: a scoping review and implementation potential for patients with heart failure.

Leonie Verheijden Klompstra1, Tiny Jaarsma2, Anna Strömberg3.   

Abstract

BACKGROUND: Physical activity can improve exercise capacity, quality of life and reduce mortality and hospitalization in patients with heart failure (HF). Adherence to exercise recommendations in patients with HF is low. The use of exercise games (exergames) might be a way to encourage patients with HF to exercise especially those who may be reluctant to more traditional forms of exercise. No studies have been conducted on patients with HF and exergames. AIM: This scoping review focuses on the feasibility and influence of exergames on physical activity in older adults, aiming to target certain characteristics that are important for patients with HF to become more physically active.
METHODS: A literature search was undertaken in August 2012 in the databases PsychInfo, PUBMED, Scopus, Web of Science and CINAHL. Included studies evaluated the influence of exergaming on physical activity in older adults. Articles were excluded if they focused on rehabilitation of specific limbs, improving specific tasks or describing no intervention. Fifty articles were found, 11 were included in the analysis.
RESULTS: Exergaming was described as safe and feasible, and resulted in more energy expenditure compared to rest. Participants experienced improved balance and reported improved cognitive function after exergaming. Participants enjoyed playing the exergames, their depressive symptoms decreased, and they reported improved quality of life and empowerment. Exergames made them feel more connected with their family members, especially their grandchildren.
CONCLUSION: Although this research field is small and under development, exergaming might be promising in order to enhance physical activity in patients with HF. However, further testing is needed. © The European Society of Cardiology 2013.

Entities:  

Keywords:  Exergame; active video game; elderly; exercise; virtual reality

Mesh:

Year:  2013        PMID: 24198306      PMCID: PMC4361694          DOI: 10.1177/1474515113512203

Source DB:  PubMed          Journal:  Eur J Cardiovasc Nurs        ISSN: 1474-5151            Impact factor:   3.908


Introduction

Regular daily exercise is recognized as important from both the perspective of primary and secondary prevention in cardiac disease.[1] Since heart failure (HF) is a frequent discharge diagnosis it is important to look for any opportunity to improve outcomes. In a recent position paper by the Heart Failure Association of the European Society of Cardiology, the importance of increased activity and exercise in cardiac patients’ cardiovascular conditions was advocated.[2] More specifically, guidelines on the treatment of HF also recommend regular physical activity and structured exercise training, since they improve exercise capacity, quality of life, do not adversely affect left ventricular remodelling and may reduce mortality and hospitalization in patients with mild to moderate chronic HF.[2] Physical impairment is described as a significant problem in older adults with HF and exercise capacity in patients with HF is approximately 50–75% of normal age and gender predicted values.[3] Several studies have shown that both home-based exercise (often distance walking)[4,5] and hospital based[6-8] is safe and beneficial for patients with HF. The findings from a meta-analysis (ExTraMatch collaborative) suggested that patients randomized to physical fitness were less likely to be admitted to hospital and had a better prognosis.[9] Although the HF-ACTION (Heart Failure: A Controlled Trial Investigating Outcomes of Exercise Training) trial did not find significant reductions in the primary end point of all-cause mortality or hospitalization, this study showed a modest improvement in exercise capacity and mental health in patients who exercised. The main limitation in this study was the poor adherence to the prescribed training regimen (only 30% after 3 years).[10] Adherence to exercise recommendations in patients with HF is low and low adherence has a negative effect on the clinical outcomes, such as HF readmission and mortality.[11] There are many factors that influence adherence in general, and more specifically adherence to exercise. Therefore, it is important to search for alternative approaches to motivate patients with HF to exercise.[2,12,13] A scoping review of health game research showed a constant growth over recent years and positive progress towards adapting new technology in specialized health contexts. Most health game studies included physical activity (28%) using so-called exergames (games to improve physical exercise).[14] A meta-analysis of energy expenditure (EE) in exergaming showed that playing exergames significantly increased heart rate, oxygen uptake and EE compared to resting, and may facilitate light- to moderate-intensity physical activity promotion.[15] The use of these exergames might also be an opportunity for patients with HF to increase their physical activity at home and encourage them to exercise more regularly, especially those who may be reluctant to engage in more traditional forms of exercise, such as going to the gym or taking a walk outside. A recent review of exergaming for adults with systematic disabling conditions showed that most participants in research with exergames are male and stroke survivors.[16] There are no studies on exergaming in patients with HF, and therefore this scoping review was conducted. The purpose of a scoping review is to identify gaps in the existing literature, thereby highlighting where more research may be needed. In contrast to a systematic review, it is less likely to seek to address very specific research questions nor, consequently, to assess the quality of the included studies.[17] This scoping review focuses on the feasibility and influence of exergames on physical activity in older adults, aiming to target certain characteristics that are important for patients with HF in order to become more physically active. These characteristics were safety, balance, cognition and experiences. The research questions to be answered were: Is exergaming feasible and safe for older adults? Do exergames influence physical activity in older adults? Do exergames influence balance in older adults? Do exergames influence cognition in older adults? What are the experiences of older adults playing exergames?

Methods

A literature search was undertaken in August 2012 in the international online bibliographic databases PsychINFO, PubMed, Scopus, Web of Science and CINAHL. The keywords used were: exergame OR active video game AND elderly OR older adults (Figure 1). In addition to searching the databases, the references of relevant publications were checked. Articles that met the following criteria were included in the review: focusing on the influence of exergames or active video games on older adults’ physical activity (mean age research population ≥ 50 years old) and written in English. Articles were excluded if they were focused on specific limbs or at improving specific tasks or if they did not describe any intervention (e.g. articles on the development of an exergame, descriptive studies). The title and/or abstracts of the studies were scanned for the study objective, study population, exergame platform, training procedure, measurements and main conclusions (Tables 1 and 2).
Figure 1.

Inclusion of studies in the review.

Table 1.

Characteristics of the studies.

Author continentStudy objectiveDesign methodological quality[18]Research populationExergame platformTraining procedureKey outcome measurementsKey results
1. Agmon et al. (2011)[19] AmericaTo determine the safety and feasibility of exergaming to improve balance in older adultsPre-postVIIISeven community-dwelling older adults with impaired balance, mean age (SD) 84 (5), four womenNintendo Wii3 months (three times a week for 30 minutes) with at least five home visits with individualized instructionsBalance: BBSMobility impairment and gait speed: Timed 4-Meter Walk TestExercise enjoyment: PACESFeasibility and safety: Semi-structural weekly phone calls and written logs, and semi structural interview at post-testImproved BBS, Timed 4-Meter WalkGreat enjoyment after exergamingExpressed improved balance in daily activity and desire to play with their grandchildrenTwo games had to be modified to ensure safety, no participants experienced a fall during the intervention
2. Anderson-Hanley et al. (2012)[20]  AmericaTo compare the cognitive benefits of cybercycling with traditional stationary cyclingRCTIII79 community-dwelling older adultsEXP: n=38, mean age (SD), 76 (10), 33 womenCON: n=41, mean age (SD), 82 (6), 29 womenCybercycle1st month EXP and CON three times a week (45 minutes) familiarization with biofeedback stationary biking2nd Month EXP: Cybercycle, three times a week (45 minutes)CON: Traditional biking + placebo training, three times a week (45 minutes)Cognitive assessment: Color Trials 2-1 difference score, Stroop C, Digit Span BackwardsPhysiologic: iDXA (GE Lunar, Inc.). HUMAC Cybex Dynamometer (CSMI Solutions, Inc.), insulin, glucoseAssessment of exercise behavior: ACLS-PAQ, accelerometer, ride behaviors recorded with bike computerNeuroplastic assessment: Fasting morning plasma, BDNF levelsImproved cognitive performance in executive function and neuroplasticity.EXP 23% relative risk reduction in clinical progression to mild cognitive impairmentEffort and fitness no factors behind differential cognitive benefits in EXP
3. Anderson-Hanley et al. (2011)[21]  AmericaTo examine the effect of virtual social facilitation and competitiveness on exercise effort in exergaming older adultsSubgroup analysesIV14 community-dwelling older adults (eight low competiveness, six high competiveness), age range 60–99, 13 womenCybercycle1 month (2–3 rides a week), cybercycling with virtual competitorsCompetitiveness: Competitiveness IndexExercise effort: 10 second interval by cybercycle sensorsHigh competiveness older adults had a higher riding intensity than low competiveness older adults
4. Chuang et al. (2006)[22]  AsiaTo evaluate the effect of a virtual “country walk” on the number of sessions necessary to reach cardiac rehabilitation goals in patients undergoing coronary artery bypass graftingRCTIII20 male outpatients who had bypass surgeryEXP: n= 10, mean age (SD) 66 (15)CON: n=10, mean age (SD) 64 (10)CyberwalkingEXP: 3 months (twice a week for 30 minutes) cyberwalkingCON: 3 months (twice a week for 30 minutes) training on treadmillCardiorespiratory testing: The Naughton protocolMaximum work rate: Treadmill speeds and gradesNumber of sessions required to reach target heart rate and target VO2 was lower in EXP than CONMaximum workload EXP was higher than CON
5. Maillot et al. (2011)[23]  EuropeTo assess the potential of exergame training in cognitive benefits for older adultsRCTIII32 community-dwelling older adults, mean age (SD) 73 (3), 27 womenEXP: n=16, mean age (SD) 73 (4)CON: n=16, mean age (SD) 73 (3)Nintendo WiiEXP: 14 weeks (24 times 1 hour) exergamingCON: No training, no contactPhysical impact of the training: The functional fitness testExecutive control tasks, visuospatial tasks, processing-speed task: The cognitive batteryEXP had a higher game performance, physical function, cognitive measured of executive control and processing speed than CONNo differences between EXP and CON on visual spatial measures
6. Rand et al. (2008)[24]  AsiaTo investigate the potential of using exergaming for the rehabilitation of older adults with disabilitiesPre-postVIIIStudy 1: 34 young adults, mean age (SD) 26 (5), 17 womenStudy 2: 10 older adults without a disability, mean age (SD) 70 (6), six womenStudy 3: 12 individuals age range 50–91, seven womenIREX VR systemSony PlayStation EyeToyStudy 1: Played the two exergame platforms for 180 seconds in addition to 60 seconds of practice, in total 40 minute 1 time session in a clinicStudy 2: Played three exergames on the Sony PlayStation 180 seconds in addition to 60 seconds of practice at homeStudy 3: Played two exergames on the Sony PlayStation 180 seconds in addition to 60 seconds of practice at home, clinic or hospitalSense of presence: PQFeedback of exergames: SFQPhysical effort: Borg’s Scale of Perceived ExertionPerformance: Monitored by scores in each exergameSystem usability: SUSNo difference in sense of presence IREX and EyeToy in young adultsHigh enjoyment exergaming in the research populationEyeToy seems less suitable for acute stroke patients
7. Rosenberg et al. (2010)[25]  AmericaTo assess the feasibility, acceptability, and short-term efficacy and safety of a novel intervention using exergames for SSDPre-PostVIII19 community-dwelling adults with SSD, mean age (SD) 79 (9), 13 womenNintendo Wii12 weeks (three times a week for 35 minutes) exergaming with guidanceFollow up: 12 weeks after interventionMood: QIDS, BAIHealth-Related QoL: MOS SF-36Cognitive functioning: RBANSRating individual Wii Sports on enjoyment: Likert scale from 1 (least) to 7 (most)Wii adherence: Log of activity for 12 weeksDecrease in depressive symptomsIncrease in mental related QoL and cognitive functionAdherence 84%No major adverse events
8. Saposnik et al. (2010)[26]  AmericaComparing the feasibility, safety, and efficacy of exergaming in rehabilitation versus recreational therapy (playing cards, bingo, or jenga)RCTIII22 stroke patients, mean age (range) 61 (41–83), 14 womenEXP: n=11, mean age (range) 67 (46–83)CON: n=11, mean age (range) 55 (41–72)Nintendo WiiEXP: 2 weeks (eight sessions of 60 minutes) exergamingCON: 2 weeks (eight sessions of 60 minutes) recreational therapyFollow-up: 4 weeks after interventionFeasibility: Time tolerance and adaption to exergaming (total time receiving intervention)Safety: Proportion of patients experiencing intervention-related adverse events or any serious adverse events during the study periodMotor function: WMFTNo serious adverse eventsNo difference EXP and CON in symptomsNo difference in feasibility between EXP and CONEXP had higher motor function than CON
9. Smith et al. (2012)[27]  OceaniaTo develop and establish characteristics of exergaming in older adultsPre-postVIIIRecruited from a pool of 44 community-dwelling older adults, mean age 79DDROne time session in a clinicStep responses: USD DDR matCharacteristics of stepping performance: Purpose built softwareOlder adults are able to interact with DDRStepping performance is determined by characteristics of game play such as arrow drift speed and step rate
10. Taylor et al. (2012)[28]  OceaniaTo quantify EE in older adults playing exergames while standing and seated and to determine whether balance status influences the energy cost associated with exergamingPre-postVIII19 community-dwelling adults, mean age (SD) 71 (6), 15 womenNintendo WiiXbox 360 KinectPlayed nine exergames, each for 5 minutes, in random order. Bowling and boxing were played both seated and standingEE: Indirect calorimeterBalance: Mini-BESTest, ABC scale, TUGEE exergaming result in light physical activityNo difference EE Nintendo Wii and EE KinectNo difference EE exergaming sitting and standingNo difference between EE or activity counts and balance status
11. Wollersheim et al. (2010)[29]  OceaniaTo investigate the physical and psychological effect of exergamingPre-Post, Focus GroupsVIII11 older women who participated in community planned activity groups, mean age (SD) 74 (9)Nintendo Wii6 weeks (twice a week between 9–130 min each session) exergamingBody movements: AccelerometerPsychosocial effects: Focus groupsEE increased with gameplayNo difference in overall EEResults focus groups: Greater sense of physical, social and psychological well-being

ABC Scale: Activities Specific Balance Confidence Scale; ACLS-PAQ: Aerobics Center Longitudinal Study Physical Activity Questionnaire; BAI: Beck Anxiety Inventory; BBS: Berg Balance Scale; BDNF: Brain-derived Neurotrophic Growth Factor; CON: Control group; DDR: Dance Dance Revolution EE: Energy Expenditure; EXP: Experimental group; IREX: Interactive Rehabilitation and Exercise System; Mini-BESTest: Balance Evaluation Systems Test; PACES: Physical Activity Enjoyment Scale; PQ: Presence Questionnaire; QIDS: Quick Inventory of Depressive Symptoms; QoL: Quality of life; RBANS: Repeatable Battery for the Assessment of Neuropsychological Status; SD: Standard deviation; SFQ: Short Feedback Questionnaire; SSD: Subsyndromal depression; TUG: Timed up and go; USD: Universal Serial Bus; VO2: oxygen uptake; VR: virtual environment.

Table 2.

Articles’ main conclusion.

Exergame platformDescription of exergame platformOutcomes
Feasibility and safetyPhysical activityBalanceCognitionParticipants’ experiences
Nintendo Wii Game computer with a wireless controller which detects movements in three dimensions through BluetoothParticipants felt comfortable playing after five individualized training sessions[19]Certain games were too difficult to play[19,29]Adherence: 84–97.50%[23,25]Practice resulted in improved performance on exergaming[23]No serious adverse events[26]Exergaming was feasible for stroke patients[26]↑ EE[29]↑ Gait speed[19]↑ Physical status, especially cardiorespiratory fitness[23]Exergaming resulted in light to moderate intensity range of activity[23,28]↑ Motor function[26]No difference in EE exergaming while standing or sitting[28]↑ Balance[19]No relationship between EE or activity and balance status[28]↑ Cognitive benefit[23,25]↑ Executive function[23]↑ Processing speed[23]High level of enjoyment[19,23] and would like to continue exergaming[23]An experience that could be shared with the family, especially with grandchildren[19,29]↑ Mental related Quality of Life[25]No increase in symptoms[26] and decreased depression symptoms[25]↑ Sense of physical, social and psychological well-being[29]
Dance Dance Revolution (DDR) Game computer with a dance mat including four step-sensitive target panelsOlder adults were able to interact with the DDR[27]Stepping performance was determined by characteristics of game play such as arrow drift speed and step rate[27]
Xbox 360 Kinect Game computer with a webcam-style add-on peripheral that enables players to interact without the need to touch a game controllerExergaming resulted in light physical activity[28]
Sony PlayStation Eyetoy Game computer with a USB camera that translates body movements into a controller inputLess suitable for acute stroke patients[24]High enjoyment and sense of presence exergaming[24]
Cybercycling Enhanced stationary cycling using virtual tours↑ EE than stationary cycling[20]↑ Cognitive benefit, executive function compared to stationary biking[20]Introduction of an on-screen competitor led to an increase in riding intensity for more competitive older adults, compared to less competitive, older adults[21]
Cyberwalking Enhanced treadmill walking using virtual tours↑ Max workload in cyberwalking than treadmill[22]↓ Number of sessions required to reach target heart rate and VO2 when cyberwalking compared to treadmill training[22]Participants described cyberwalking as feeling immersed in the VR scene[22]

EE: energy expenditure; VR: virtual reality; VO2: oxygen uptake.

Inclusion of studies in the review. Characteristics of the studies. ABC Scale: Activities Specific Balance Confidence Scale; ACLS-PAQ: Aerobics Center Longitudinal Study Physical Activity Questionnaire; BAI: Beck Anxiety Inventory; BBS: Berg Balance Scale; BDNF: Brain-derived Neurotrophic Growth Factor; CON: Control group; DDR: Dance Dance Revolution EE: Energy Expenditure; EXP: Experimental group; IREX: Interactive Rehabilitation and Exercise System; Mini-BESTest: Balance Evaluation Systems Test; PACES: Physical Activity Enjoyment Scale; PQ: Presence Questionnaire; QIDS: Quick Inventory of Depressive Symptoms; QoL: Quality of life; RBANS: Repeatable Battery for the Assessment of Neuropsychological Status; SD: Standard deviation; SFQ: Short Feedback Questionnaire; SSD: Subsyndromal depression; TUG: Timed up and go; USD: Universal Serial Bus; VO2: oxygen uptake; VR: virtual environment. Articles’ main conclusion. EE: energy expenditure; VR: virtual reality; VO2: oxygen uptake. The methodological quality was evaluated by a classification system, which has previously been used in reviews on new health technology and medical procedures in health care (Table 3).[18] In this scoping review the methodological quality of the studies did not determine inclusion or exclusion.
Table 3.

Classification of study designs (18).

LevelStrength of evidenceType of study design
I GoodMeta-analysis of randomized controlled trials
II Large-sample randomized controlled trials
III Good to fairSmall-sample randomized controlled trials
IV Non-randomized controlled prospective trials
V Non-randomized controlled retrospective trials
VI FairCohort studies
VII Case-control studies
VIII PoorNon-controlled clinical series, descriptive studies
IX Anecdotes or case reports
Classification of study designs (18).

Results

A total of 50 articles were found in the databases. Sixteen articles were duplicated in the databases and 26 articles were excluded because they did not meet the inclusion criteria. Three additional articles were found through a manual search. Finally, a total of 11 articles were included (Figure 1).

Methodological aspects of the studies

One study was published in 2006,[22] one in 2008,[24] three in 2010,[25,26,29], three in 2011,[19,21,23], and three studies were published in 2012.[20,27,30] Four studies used a randomized design.[20,22,23,26] Because of the low number of participants in each randomized study (20–63 participants), the evidence of these studies is good to fair (Table 3). Seven studies used a pre-posttest design without a control group.[19,21,24,25,27-29] One study reported a subgroup analysis of a randomized control trial[21] and one pre-posttest study reported results from focus group interviews.[29] Only two studies used a longer follow-up period; 4 weeks[26] and 12 weeks.[25]

Research populations

The largest study in this review included 63 older adults,[20] and the smallest study included seven older adults.[19] The majority examined community-dwelling older adults.[19,25,28,29] Three studies included patient populations. One study included 32 patients with cardiac disease,[22] two studies included stroke patients, one included 12 stroke patients and 10 older adults without a disability[24] and one study included 22 stroke patients.[26] Nine studies included both men and women. In these studies the majority of the participants were female (between 57 and 93%).[19-21,23-27,30] One study included only men (n=20)[22] and one only women (n=11).[29] The age range in the studies was 50–99 years old.

Safety and feasibility of exergaming

The exergame platforms in the studies seem to be safe and feasible with none of the studies reporting adverse events. After having received instructions and familiarized themselves with the exergames, stroke patients had no problems playing them.[26] In a study where a balance board was used (on which the player stands during training), two games had to be modified due to muscle pain or balance problems in order to be safe and feasible. In this study patients had no problems playing the games after five individualized training sessions.[19] In one study including older women, there were difficulties playing some of the exergames on the Nintendo Wii, and this study reported that mastery of the exergame seemed to be an important factor when choosing a favorite game to play.[29] The Sony PlayStation EyeToy was feasible for older adults and stroke patients. It was less suitable for acute stroke patients due to weak upper extremity, which made it difficult to interact with the exergame platform.[24] Older adults were able to interact with the Dance Dance Revolution. A significant relationship was found between stepping performance and stimuli characteristics, but the stepping performance decreased as stimulus speed and step rate were increased.[27] The adherence in exergaming was between 84 and 98%.[23,25,26]

Physical activity in exergaming

Eight studies using different instruments measured outcomes in physical activity (Table 1). Playing the exergames resulted in more EE compared to rest and to sedentary computer gaming.[28] No significant difference in EE was found in playing bowling and boxing on the Nintendo Wii while standing up compared to playing these games while seated.[28] In addition, no difference in EE was found between the exergame platforms Nintendo Wii and Xbox Kinect.[28] Playing the exergames resulted in an EE of light intensity exercise to moderate intensity activity.[23,28] No significant correlation was found between EE or activity counts and balance status while bowling or boxing on the Nintendo Wii.[23] Adding a virtual competitor in cybercycling increased the exercise effort among the more competitive exercisers.[21] Cardiac patients who rehabilitated with cyberwalking had an increased workload and needed fewer sessions to reach their maximum heart rate and oxygen uptake, compared to a control group who had rehabilitation with only a treadmill.[22]

Balance in exergaming

Three studies included balance as an outcome, using different instruments to measure this concept (Table 1). Participants experienced improved balance in daily activities after exergaming with the Wii Balance Board.[19] One study showed that balance was not related to the amount of physical activity.[28]

Cognition and exergaming

Cognitive change has been examined in three studies, measured by different instruments (Table 1). Participants had improved cognitive function in all of the three studies after exergaming,[20,23,25] especially in executive function and processing speed.[23] Cybercycling achieved better cognitive function than traditional exercises, using the same effort.[20]

Experience in exergaming

Five studies included the experiences of participants who had used the exergame platform. The participants enjoyed playing the exergames[19,23,24] and liked to continue using them.[23] The studies do not report on preference based on age and gender. Participants who played exergames decreased in depressive symptoms (sustained at 12 week follow-up), and increased in Mental related Quality of Life[25] and empowerment,[29] measured with validated questionnaires (Table 1). They perceived health benefits in terms of greater ease of movements and psychosocial well-being.[29] Within their family, the exergames allowed them to share experiences, which made them feel more connected with their family members, especially their grandchildren.[19,29]

Discussion

Although this research field is still small and developing, we found that using exergame platforms might be a potentially effective alternative to facilitate rehabilitation therapy after illness and are suitable for use in older adults. The studies showed that exergaming was safe and feasible, and could increase physical activity in elderly patients suffering from stroke and cardiac disease. The physical activity level increased while playing exergames, from light intensity exercise to moderate intensity activity. In four studies, exergaming resulted in positive outcomes in relation to balance and cognitive performance.[20,23,25,30] In four studies, participants reported enjoyment in being active and one study resulted in a decrease of depressive symptoms.[19,23,24,29] An important aspect of introducing exergaming to older adults is that a proper familiarization period is included and guidance is provided. It will still be a challenge to find the most suitable exergame for a certain patient group. Although all games were found to be effective, some games were more strenuous than others and this might be important to consider when implementing or testing a certain exergame in a specific population. The commercial exergame platforms have the advantages that they are relatively cheap and health care providers have reported that the use of a commercial exergame platform (Nintendo Wii) provided purposeful and meaningful opportunities to promote well-being for older and disabled clients within a care and disability service for the elderly.[31] This review is a first step to investigate the possibility of using an exergame platform to help patients with HF to adopt a more physically active lifestyle. The results of this review suggest that exergames increase physical activity in elderly individuals, stroke patients and cardiac patients, and could therefore be feasible and safe for patients with HF. However, further testing is needed. This review has some limitations, mainly the small sample sizes in the studies included in the review and the fact that most studies did not include a control group. The findings of this review may have implications for both the current policy on delivery intervention programs that aim to increase physical activity, as well as the direction of future research. Further research, with a higher level of methodological quality and that examines the relative efficacy and costs of intervention programs aimed to enhance daily activity in non-health care settings, such as home settings, is needed. Also, a longer follow up period is needed to examine the long-term effects of these promising exergame platforms. Therefore, a RCT-study is planned to assess the influence of exergaming on exercise capacity in patients with heart failure (clinicaltrial.gov identifier: NCT01785121).
  27 in total

1.  Lessons learned: Staff perceptions of the Nintendo Wii as a health promotion tool within an aged-care and disability service.

Authors:  Helen Christine Higgins; Julie Kaye Horton; Brent Cameron Hodgkinson; Stephen Brad Muggleton
Journal:  Health Promot J Austr       Date:  2010-12

2.  Is playing exergames really exercising? A meta-analysis of energy expenditure in active video games.

Authors:  Wei Peng; Jih-Hsuan Lin; Julia Crouse
Journal:  Cyberpsychol Behav Soc Netw       Date:  2011-06-13

3.  ESC guidelines for the diagnosis and treatment of acute and chronic heart failure 2012: The Task Force for the Diagnosis and Treatment of Acute and Chronic Heart Failure 2012 of the European Society of Cardiology. Developed in collaboration with the Heart Failure Association (HFA) of the ESC.

Authors:  John J V McMurray; Stamatis Adamopoulos; Stefan D Anker; Angelo Auricchio; Michael Böhm; Kenneth Dickstein; Volkmar Falk; Gerasimos Filippatos; Cândida Fonseca; Miguel Angel Gomez-Sanchez; Tiny Jaarsma; Lars Køber; Gregory Y H Lip; Aldo Pietro Maggioni; Alexander Parkhomenko; Burkert M Pieske; Bogdan A Popescu; Per K Rønnevik; Frans H Rutten; Juerg Schwitter; Petar Seferovic; Janina Stepinska; Pedro T Trindade; Adriaan A Voors; Faiez Zannad; Andreas Zeiher; Jeroen J Bax; Helmut Baumgartner; Claudio Ceconi; Veronica Dean; Christi Deaton; Robert Fagard; Christian Funck-Brentano; David Hasdai; Arno Hoes; Paulus Kirchhof; Juhani Knuuti; Philippe Kolh; Theresa McDonagh; Cyril Moulin; Bogdan A Popescu; Zeljko Reiner; Udo Sechtem; Per Anton Sirnes; Michal Tendera; Adam Torbicki; Alec Vahanian; Stephan Windecker; Theresa McDonagh; Udo Sechtem; Luis Almenar Bonet; Panayiotis Avraamides; Hisham A Ben Lamin; Michele Brignole; Antonio Coca; Peter Cowburn; Henry Dargie; Perry Elliott; Frank Arnold Flachskampf; Guido Francesco Guida; Suzanna Hardman; Bernard Iung; Bela Merkely; Christian Mueller; John N Nanas; Olav Wendelboe Nielsen; Stein Orn; John T Parissis; Piotr Ponikowski
Journal:  Eur J Heart Fail       Date:  2012-08       Impact factor: 15.534

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

Authors:  Pauline Maillot; Alexandra Perrot; Alan Hartley
Journal:  Psychol Aging       Date:  2011-11-28

5.  Activity and energy expenditure in older people playing active video games.

Authors:  Lynne M Taylor; Ralph Maddison; Leila A Pfaeffli; Jonathan C Rawstorn; Nicholas Gant; Ngaire M Kerse
Journal:  Arch Phys Med Rehabil       Date:  2012-04-17       Impact factor: 3.966

6.  Adherence of heart failure patients to exercise: barriers and possible solutions: a position statement of the Study Group on Exercise Training in Heart Failure of the Heart Failure Association of the European Society of Cardiology.

Authors:  Viviane M Conraads; Christi Deaton; Ewa Piotrowicz; Nuria Santaularia; Stephanie Tierney; Massimo F Piepoli; Burkert Pieske; Jean-Paul Schmid; Kenneth Dickstein; Piotr P Ponikowski; Tiny Jaarsma
Journal:  Eur J Heart Fail       Date:  2012-04-11       Impact factor: 15.534

7.  A novel Dance Dance Revolution (DDR) system for in-home training of stepping ability: basic parameters of system use by older adults.

Authors:  S T Smith; C Sherrington; S Studenski; D Schoene; S R Lord
Journal:  Br J Sports Med       Date:  2009-11-29       Impact factor: 13.800

Review 8.  Exercise based rehabilitation for heart failure.

Authors:  K Rees; R S Taylor; S Singh; A J S Coats; S Ebrahim
Journal:  Cochrane Database Syst Rev       Date:  2004

9.  Effects of a home-based exercise program on clinical outcomes in heart failure.

Authors:  Kathleen Dracup; Lorraine S Evangelista; Michele A Hamilton; Virginia Erickson; Antoine Hage; Jamie Moriguchi; Cheryl Canary; W Robb MacLellan; Gregg C Fonarow
Journal:  Am Heart J       Date:  2007-09-12       Impact factor: 4.749

10.  The Birmingham Rehabilitation Uptake Maximisation study (BRUM): a randomised controlled trial comparing home-based with centre-based cardiac rehabilitation.

Authors:  K Jolly; G Y H Lip; R S Taylor; J Raftery; J Mant; D Lane; S Greenfield; A Stevens
Journal:  Heart       Date:  2008-03-10       Impact factor: 5.994

View more
  29 in total

Review 1.  Promoting Physical Activity among Underserved Populations.

Authors:  Andrea S Mendoza-Vasconez; Sarah Linke; Mario Muñoz; Dori Pekmezi; Cole Ainsworth; Mayra Cano; Victoria Williams; Bess H Marcus; Britta A Larsen
Journal:  Curr Sports Med Rep       Date:  2016 Jul-Aug       Impact factor: 1.733

2.  A New Adaptive Home-based Exercise Technology among Older Adults Living in Nursing Home: A Pilot Study on Feasibility, Acceptability and Physical Performance.

Authors:  V Valiani; M Lauzé; D Martel; M Pahor; T M Manini; S Anton; M Aubertin-Leheudre
Journal:  J Nutr Health Aging       Date:  2017       Impact factor: 4.075

3.  Role of Digital Games in Self-Management of Cardiovascular Diseases: A Scoping Review.

Authors:  Kavita Radhakrishnan; Thomas Baranowski; Christine Julien; Edison Thomaz; Miyong Kim
Journal:  Games Health J       Date:  2018-09-08

4.  Effect of exergaming on health-related quality of life in older adults: A systematic review.

Authors:  Marysol Cacciata; Anna Stromberg; Jung-Ah Lee; Dara Sorkin; Dawn Lombardo; Steve Clancy; Adeline Nyamathi; Lorraine S Evangelista
Journal:  Int J Nurs Stud       Date:  2019-02-10       Impact factor: 5.837

5.  Clinical Practice Guideline for Cardiac Rehabilitation in Korea.

Authors:  Chul Kim; Jidong Sung; Jong Hwa Lee; Won-Seok Kim; Goo Joo Lee; Sungju Jee; Il-Young Jung; Ueon Woo Rah; Byung Ok Kim; Kyoung Hyo Choi; Bum Sun Kwon; Seung Don Yoo; Heui Je Bang; Hyung-Ik Shin; Yong Wook Kim; Heeyoune Jung; Eung Ju Kim; Jung Hwan Lee; In Hyun Jung; Jae-Seung Jung; Jong-Young Lee; Jae-Young Han; Eun Young Han; Yu Hui Won; Woosik Han; Sora Baek; Kyung-Lim Joa; Sook Joung Lee; Ae Ryoung Kim; So Young Lee; Jihee Kim; Hee Eun Choi; Byeong-Ju Lee; Soon Kim
Journal:  Ann Rehabil Med       Date:  2019-06-28

6.  Exergaming Platform for Older Adults Residing in Long-Term Care Homes: User-Centered Design, Development, and Usability Study.

Authors:  Charlene H Chu; Renée K Biss; Amanda My Linh Quan; Henrique Matulis; Lara Cooper
Journal:  JMIR Serious Games       Date:  2021-03-09       Impact factor: 4.143

Review 7.  Virtual reality using games for improving physical functioning in older adults: a systematic review.

Authors:  Karina Iglesia Molina; Natalia Aquaroni Ricci; Suzana Albuquerque de Moraes; Monica Rodrigues Perracini
Journal:  J Neuroeng Rehabil       Date:  2014-11-15       Impact factor: 4.262

8.  Exergaming to increase the exercise capacity and daily physical activity in heart failure patients: a pilot study.

Authors:  Leonie Klompstra; Tiny Jaarsma; Anna Strömberg
Journal:  BMC Geriatr       Date:  2014-11-18       Impact factor: 3.921

9.  Let the games begin: Serious games in prevention and rehabilitation to improve outcomes in patients with cardiovascular disease.

Authors:  Brynja Ingadottir; Tiny Jaarsma; Leonie Klompstra; Jan Aidemark; Linda Askenäs; Yotam Bahat; Oran Ben Gal; Aseel Berglund; Erik Berglund; Christoph Höchsmann; Meir Plotnik; Jaap Ca Trappenburg; Arno Schmidt-Trucksäss; Anna Strömberg
Journal:  Eur J Cardiovasc Nurs       Date:  2020-06-13       Impact factor: 3.908

10.  Facilitators and Challenges to Exergaming: Perspectives of Patients With Heart Failure.

Authors:  Marysol C Cacciata; Anna Stromberg; Leonie Klompstra; Tiny Jaarsma; Mebin Kuriakose; Jung-Ah Lee; Dawn Lombardo; Lorraine S Evangelista
Journal:  J Cardiovasc Nurs       Date:  2022 May-Jun 01       Impact factor: 2.468

View more

北京卡尤迪生物科技股份有限公司 © 2022-2023.