Literature DB >> 27372645

Physical and Cognitive Stimulation Using an Exergame in Subjects with Normal Aging, Mild and Moderate Cognitive Impairment.

Grégory Ben-Sadoun1,2, Guillaume Sacco1,2,3,4, Valeria Manera1,2,5, Jérémy Bourgeois1,2,5, Alexandra König1,2,6,7, Pierre Foulon8, Baptiste Fosty9, François Bremond1,9, Fabienne d'Arripe-Longueville5, Philippe Robert1,2,5.   

Abstract

BACKGROUND: The use of Serious exerGames (SeG) as enriched environments (EE), which promotes cognitive simulation with physical activity in a positive emotional context, has been proposed to represent a powerful method to slow down the decline due to neurodegenerative diseases (ND), such as Alzheimer's disease (AD). However, so far, no SeG targeting EE has been tested in ND subjects.
OBJECTIVE: This study aimed at evaluating the usability and short-term training effects of X-Torp, an action SeG designed for elderly ND subjects with mild cognitive impairment (MCI) and AD.
METHODS: X-Torp is a SeG played using the Microsoft® Kinect™. 10 ND subjects and 8 healthy elderly controls (HEC) were enrolled in a 1-month program with three training sessions per week. Usability was evaluated through game time, game performance, the aerobic intensity level reached, perceived emotions, and perceived usability.
RESULTS: All participants successfully completed the training program. ND subjects played less and had a lower game performance compared to HEC. During the sessions, ND subjects maintained a light intensity of aerobic activity, while HEC maintained a moderate intensity. Both groups experienced only positive emotions, and reported a 'moderate' to 'high' perceived competence, a 'moderate' game difficulty, and a 'high' interest in the game.
CONCLUSION: Usability results suggest that X-Torp represents a usable EE for healthy subjects and persons with MCI and AD. However, in order to reach moderate or high intensity of aerobic activity, X-Torp control modes should be adapted to become more physically stimulating.

Entities:  

Keywords:  Aerobic activity; Alzheimer’s disease; cognition; enriched environment; mild cognitive impairment; sep serious game

Mesh:

Year:  2016        PMID: 27372645     DOI: 10.3233/JAD-160268

Source DB:  PubMed          Journal:  J Alzheimers Dis        ISSN: 1387-2877            Impact factor:   4.472


  22 in total

1.  Efficacy of serious exergames in improving neuropsychiatric symptoms in neurocognitive disorders: Results of the X-TORP cluster randomized trial.

Authors:  Philippe Robert; Claire Albrengues; Roxane Fabre; Alexandre Derreumaux; Marie Pierre Pancrazi; Isabelle Luporsi; Bruno Dubois; Stéphane Epelbaum; Grégoire Mercier; Pierre Foulon; François Bremond; Valeria Manera
Journal:  Alzheimers Dement (N Y)       Date:  2021-05-11

Review 2.  Digital therapeutics in neurology.

Authors:  S Bonavita; L Lavorgna; G Abbadessa; F Brigo; M Clerico; S De Mercanti; F Trojsi; G Tedeschi
Journal:  J Neurol       Date:  2021-05-20       Impact factor: 4.849

Review 3.  Can Use of Digital Technologies by People with Dementia Improve Self-Management and Social Participation? A Systematic Review of Effect Studies.

Authors:  David Neal; Floor van den Berg; Caroline Planting; Teake Ettema; Karin Dijkstra; Evelyn Finnema; Rose-Marie Dröes
Journal:  J Clin Med       Date:  2021-02-05       Impact factor: 4.241

Review 4.  Dementia Care, Fall Detection, and Ambient-Assisted Living Technologies Help Older Adults Age in Place: A Scoping Review.

Authors:  Cameron J Gettel; Kevin Chen; Elizabeth M Goldberg
Journal:  J Appl Gerontol       Date:  2021-04-14

5.  Recommendations for the Use of ICT in Elderly Populations with Affective Disorders.

Authors:  Auriane Gros; David Bensamoun; Valeria Manera; Roxane Fabre; Anne-Marie Zacconi-Cauvin; Susanne Thummler; Michel Benoit; Philippe Robert; Renaud David
Journal:  Front Aging Neurosci       Date:  2016-11-08       Impact factor: 5.750

Review 6.  Music therapy is a potential intervention for cognition of Alzheimer's Disease: a mini-review.

Authors:  Rong Fang; Shengxuan Ye; Jiangtao Huangfu; David P Calimag
Journal:  Transl Neurodegener       Date:  2017-01-25       Impact factor: 8.014

7.  Effect of a Comprehensive Intervention on Plasma BDNF in Patients with Alzheimer's Disease.

Authors:  Marta Balietti; Cinzia Giuli; Patrizia Fattoretti; Paolo Fabbietti; Roberta Papa; Demetrio Postacchini; Fiorenzo Conti
Journal:  J Alzheimers Dis       Date:  2017       Impact factor: 4.472

8.  Recommendations for the Use of Serious Games in Neurodegenerative Disorders: 2016 Delphi Panel.

Authors:  Valeria Manera; Grégory Ben-Sadoun; Teun Aalbers; Hovannes Agopyan; Florence Askenazy; Michel Benoit; David Bensamoun; Jérémy Bourgeois; Jonathan Bredin; Francois Bremond; Carlos Crispim-Junior; Renaud David; Bob De Schutter; Eric Ettore; Jennifer Fairchild; Pierre Foulon; Adam Gazzaley; Auriane Gros; Stéphanie Hun; Frank Knoefel; Marcel Olde Rikkert; Minh K Phan Tran; Antonios Politis; Anne S Rigaud; Guillaume Sacco; Sylvie Serret; Susanne Thümmler; Marie L Welter; Philippe Robert
Journal:  Front Psychol       Date:  2017-07-25

9.  Effects of Exergaming in People with Dementia: Results of a Systematic Literature Review.

Authors:  Joeke van Santen; Rose-Marie Dröes; Marije Holstege; Olivier Blanson Henkemans; Annelies van Rijn; Ralph de Vries; Annemieke van Straten; Franka Meiland
Journal:  J Alzheimers Dis       Date:  2018       Impact factor: 4.472

10.  Recommendations for the Design of Serious Games in Neurodegenerative Diseases.

Authors:  Grégory Ben-Sadoun; Valeria Manera; Julian Alvarez; Guillaume Sacco; Philippe Robert
Journal:  Front Aging Neurosci       Date:  2018-02-02       Impact factor: 5.750

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