Literature DB >> 27256080

Acute effects of exergames on cognitive function of institutionalized older persons: a single-blinded, randomized and controlled pilot study.

Renato Sobral Monteiro-Junior1,2,3, Luiz Felipe da Silva Figueiredo4,5, Paulo de Tarso Maciel-Pinheiro6,4,7, Erick Lohan Rodrigues Abud4, Ana Elisa Mendes Montalvão Braga4, Maria Lage Barca8, Knut Engedal9, Osvaldo José M Nascimento6, Andrea Camaz Deslandes4,10,11, Jerson Laks5,10.   

Abstract

BACKGROUND: Improvements on balance, gait and cognition are some of the benefits of exergames. Few studies have investigated the cognitive effects of exergames in institutionalized older persons. AIMS: To assess the acute effect of a single session of exergames on cognition of institutionalized older persons.
METHODS: Nineteen institutionalized older persons were randomly allocated to Wii (WG, n = 10, 86 ± 7 year, two males) or control groups (CG, n = 9, 86 ± 5 year, one male). The WG performed six exercises with virtual reality, whereas CG performed six exercises without virtual reality. Verbal fluency test (VFT), digit span forward and digit span backward were used to evaluate semantic memory/executive function, short-term memory and work memory, respectively, before and after exergames and Δ post- to pre-session (absolute) and Δ % (relative) were calculated. Parametric (t independent test) and nonparametric (Mann-Whitney test) statistics and effect size were applied to tests for efficacy.
RESULTS: VFT was statistically significant within WG (-3.07, df = 9, p = 0.013). We found no statistically significant differences between the two groups (p > 0.05). Effect size between groups of Δ % (median = 21 %) showed moderate effect for WG (0.63). DISCUSSION: Our data show moderate improvement of semantic memory/executive function due to exergames session. It is possible that cognitive brain areas are activated during exergames, increasing clinical response.
CONCLUSION: A single session of exergames showed no significant improvement in short-term memory, working memory and semantic memory/executive function. The effect size for verbal fluency was promising, and future studies on this issue should be developed. PROTOCOL NUMBER OF BRAZILIAN REGISTRY OF CLINICAL TRIALS: RBR-6rytw2.

Entities:  

Keywords:  Cognition; Executive function; Memory; Mental health; Physical activity; Virtual reality

Mesh:

Year:  2016        PMID: 27256080     DOI: 10.1007/s40520-016-0595-5

Source DB:  PubMed          Journal:  Aging Clin Exp Res        ISSN: 1594-0667            Impact factor:   3.636


  10 in total

1.  The effect of cognitive-motor dual task training with the biorescue force platform on cognition, balance and dual task performance in institutionalized older adults: a randomized controlled trial.

Authors:  Tom Delbroek; Wietse Vermeylen; Joke Spildooren
Journal:  J Phys Ther Sci       Date:  2017-07-15

2.  Study Protocol: Does an Acute Intervention of High-Intensity Physical Exercise Followed by a Brain Training Video Game Have Immediate Effects on Brain Activity of Older People During Stroop Task in fMRI?-A Randomized Controlled Trial With Crossover Design.

Authors:  Robin Maximilian Himmelmeier; Rui Nouchi; Toshiki Saito; Dalila Burin; Jens Wiltfang; Ryuta Kawashima
Journal:  Front Aging Neurosci       Date:  2019-09-18       Impact factor: 5.750

3.  2D Virtual Reality-Based Exercise Improves Spatial Navigation in Institutionalized Non-robust Older Persons: A Preliminary Data Report of a Single-Blind, Randomized, and Controlled Study.

Authors:  Luciana Mendes Oliveira; Eric Hudson Evangelista E Souza; Mariana Rocha Alves; Lara S F Carneiro; Daniel Ferreira Fagundes; Alfredo Maurício Batista de Paula; Knut Engedal; Osvaldo J M Nascimento; Renato Sobral Monteiro-Junior
Journal:  Front Neurol       Date:  2021-01-18       Impact factor: 4.003

4.  Impact of an Intervention with Wii Video Games on the Autonomy of Activities of Daily Living and Psychological-Cognitive Components in the Institutionalized Elderly.

Authors:  Maha Jahouh; Jerónimo J González-Bernal; Josefa González-Santos; Diego Fernández-Lázaro; Raúl Soto-Cámara; Juan Mielgo-Ayuso
Journal:  Int J Environ Res Public Health       Date:  2021-02-07       Impact factor: 3.390

5.  The Effect of Video Game-Based Interventions on Performance and Cognitive Function in Older Adults: Bayesian Network Meta-analysis.

Authors:  Chao Yang; Xiaolei Han; Mingxue Jin; Jianhui Xu; Yiren Wang; Yajun Zhang; Chonglong Xu; Yingshi Zhang; Enshi Jin; Chengzhe Piao
Journal:  JMIR Serious Games       Date:  2021-12-30       Impact factor: 4.143

6.  Acute response of prefrontal cortex in institutionalized older adults undergoing a single exergames session.

Authors:  Mariana Rocha Alves; Knut Engedal; Jerson Laks; Vinícius Dias Rodrigues; Lara S F Carneiro; Ana Carolina de Mello Alves Rodrigues; Alfredo Maurício B de Paula; Renato Sobral Monteiro-Junior
Journal:  IBRO Neurosci Rep       Date:  2021-05-27

7.  Simultaneous Dual-Task Interventions That Improve Cognition in Older Adults: A Scoping Review of Implementation-Relevant Details.

Authors:  Natasha Versi; Kylie Murphy; Caroline Robinson; Mitchell Franklin
Journal:  J Aging Res       Date:  2022-03-29

8.  Effects of exergaming on executive function of older adults: a systematic review and meta-analysis.

Authors:  Jiahui Jiang; Wei Guo; Biye Wang
Journal:  PeerJ       Date:  2022-04-11       Impact factor: 2.984

9.  Effects of Exergaming on Physical and Cognitive Outcomes of Older Adults Living in Long-Term Care Homes: A Systematic Review.

Authors:  Charlene H Chu; Amanda My Linh Quan; Allison Souter; Archanaa Krisnagopal; Renée K Biss
Journal:  Gerontology       Date:  2022-03-15       Impact factor: 5.597

Review 10.  The application of technology to improve cognition in older adults: A review and suggestions for future directions.

Authors:  Carole Leung; Kai Chun Wong; Winnie W Y So; Zita C K Tse; Duo Li; Yuan Cao; David H K Shum
Journal:  Psych J       Date:  2022-06-08
  10 in total

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