| Literature DB >> 24198306 |
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.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
Figure 1.Inclusion of studies in the review.
Characteristics of the studies.
| Author continent | Study objective | Design methodological quality[ | Research population | Exergame platform | Training procedure | Key outcome measurements | Key results |
|---|---|---|---|---|---|---|---|
| 1. Agmon et al. (2011)[ | To determine the safety and feasibility of exergaming to improve balance in older adults | Pre-post | Seven community-dwelling older adults with impaired balance, mean age (SD) 84 (5), four women | Nintendo Wii | 3 months (three times a week for 30 minutes) with at least five home visits with individualized instructions | Improved BBS, Timed 4-Meter Walk | |
| 2. Anderson-Hanley et al. (2012)[ | To compare the cognitive benefits of cybercycling with traditional stationary cycling | RCT | 79 community-dwelling older adults | Cybercycle | Improved cognitive performance in executive function and neuroplasticity. | ||
| 3. Anderson-Hanley et al. (2011)[ | To examine the effect of virtual social facilitation and competitiveness on exercise effort in exergaming older adults | Subgroup analyses | 14 community-dwelling older adults (eight low competiveness, six high competiveness), age range 60–99, 13 women | Cybercycle | 1 month (2–3 rides a week), cybercycling with virtual competitors | High competiveness older adults had a higher riding intensity than low competiveness older adults | |
| 4. Chuang et al. (2006)[ | To 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 grafting | RCT | 20 male outpatients who had bypass surgery | Cyberwalking | EXP: 3 months (twice a week for 30 minutes) cyberwalking | Number of sessions required to reach target heart rate and target VO2 was lower in EXP than CON | |
| 5. Maillot et al. (2011)[ | To assess the potential of exergame training in cognitive benefits for older adults | RCT | 32 community-dwelling older adults, mean age (SD) 73 (3), 27 women | Nintendo Wii | EXP: 14 weeks (24 times 1 hour) exergaming | EXP had a higher game performance, physical function, cognitive measured of executive control and processing speed than CON | |
| 6. Rand et al. (2008)[ | To investigate the potential of using exergaming for the rehabilitation of older adults with disabilities | Pre-post | Study 1: 34 young adults, mean age (SD) 26 (5), 17 women | IREX VR system | Study 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 clinic | No difference in sense of presence IREX and EyeToy in young adults | |
| 7. Rosenberg et al. (2010)[ | To assess the feasibility, acceptability, and short-term efficacy and safety of a novel intervention using exergames for SSD | Pre-Post | 19 community-dwelling adults with SSD, mean age (SD) 79 (9), 13 women | Nintendo Wii | 12 weeks (three times a week for 35 minutes) exergaming with guidance | Decrease in depressive symptoms | |
| 8. Saposnik et al. (2010)[ | Comparing the feasibility, safety, and efficacy of exergaming in rehabilitation versus recreational therapy (playing cards, bingo, or jenga) | RCT | 22 stroke patients, mean age (range) 61 (41–83), 14 women | Nintendo Wii | EXP: 2 weeks (eight sessions of 60 minutes) exergaming | No serious adverse events | |
| 9. Smith et al. (2012)[ | To develop and establish characteristics of exergaming in older adults | Pre-post | Recruited from a pool of 44 community-dwelling older adults, mean age 79 | DDR | One time session in a clinic | Older adults are able to interact with DDR | |
| 10. Taylor et al. (2012)[ | To quantify EE in older adults playing exergames while standing and seated and to determine whether balance status influences the energy cost associated with exergaming | Pre-post | 19 community-dwelling adults, mean age (SD) 71 (6), 15 women | Nintendo Wii | Played nine exergames, each for 5 minutes, in random order. Bowling and boxing were played both seated and standing | EE exergaming result in light physical activity | |
| 11. Wollersheim et al. (2010)[ | To investigate the physical and psychological effect of exergaming | Pre-Post, Focus Groups | 11 older women who participated in community planned activity groups, mean age (SD) 74 (9) | Nintendo Wii | 6 weeks (twice a week between 9–130 min each session) exergaming | EE increased with gameplay |
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.
| Exergame platform | Description of exergame platform | Outcomes | ||||
|---|---|---|---|---|---|---|
| Feasibility and safety | Physical activity | Balance | Cognition | Participants’ experiences | ||
|
| Game computer with a wireless controller which detects movements in three dimensions through Bluetooth | Participants felt comfortable playing after five individualized training sessions[ | ↑ EE[ | ↑ Balance[ | ↑ Cognitive benefit[ | High level of enjoyment[ |
|
| Game computer with a dance mat including four step-sensitive target panels | Older adults were able to interact with the DDR[ | ||||
|
| Game computer with a webcam-style add-on peripheral that enables players to interact without the need to touch a game controller | Exergaming resulted in light physical activity[ | ||||
|
| Game computer with a USB camera that translates body movements into a controller input | Less suitable for acute stroke patients[ | High enjoyment and sense of presence exergaming[ | |||
|
| Enhanced stationary cycling using virtual tours | ↑ EE than stationary cycling[ | ↑ Cognitive benefit, executive function compared to stationary biking[ | Introduction of an on-screen competitor led to an increase in riding intensity for more competitive older adults, compared to less competitive, older adults[ | ||
|
| Enhanced treadmill walking using virtual tours | ↑ Max workload in cyberwalking than treadmill[ | Participants described cyberwalking as feeling immersed in the VR scene[ | |||
EE: energy expenditure; VR: virtual reality; VO2: oxygen uptake.
Classification of study designs (18).
| Level | Strength of evidence | Type of study design |
|---|---|---|
|
| Good | Meta-analysis of randomized controlled trials |
|
| Large-sample randomized controlled trials | |
|
| Good to fair | Small-sample randomized controlled trials |
|
| Non-randomized controlled prospective trials | |
|
| Non-randomized controlled retrospective trials | |
|
| Fair | Cohort studies |
|
| Case-control studies | |
|
| Poor | Non-controlled clinical series, descriptive studies |
|
| Anecdotes or case reports |