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. 1. EA 7276 CoBTeK -Cognition Behaviour Technology, University of Nice Sophia-Antipolis, Claude Pompidou Institute, Edmond and Lily Safra center, Nice, France. 2. Centre Mémoire de Ressources et de Recherche (CMRR) -Teaching Hospital of Nice, Claude Pompidou Institute, Edmond et Lily Safra Center, Nice, France. 3. Department of Geriatrics, Rehabilitation Unit, University Hospital of Nice, Cimiez Hospital, Nice, France. 4. Centre d'Innovation et d'Usages en Santé (CIU-S), Cimiez Hospital, Teaching Hospital of Nice, France. 5. Laboratory of Human Motricity Sport and Health (LAHMESS, EA 6312), Nice Sophia Antipolis University, Nice, France. 6. School for Mental Health and Neuroscience, Alzheimer Center Limburg, Maastricht University Medical Center, Maastricht, Netherlands. 7. Association Innovation Alzheimer, Claude Pompidou Institute, Nice, France. 8. Group GENIOUS Serious Games, Montpellier, France. 9. INRIA, STARS, Sophia-Antipolis, Sophia-Antipolis, France.
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.
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.
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
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
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