| Literature DB >> 29867400 |
Phillipp Anders1, Tim Lehmann2,3, Helen Müller1,3, Karoline B Grønvik1, Nina Skjæret-Maroni1, Jochen Baumeister2,3, Beatrix Vereijken1.
Abstract
Exergames are increasingly used to train both phys<span class="Chemical">ical and cognitive functioning, but direct evidence whether and how exergames affect cortical activity is lacking. Although portable electroencephalography (EEG) can be used while exergaming, it is unknown whether brain activity will be obscured by movement artifacts. The aims of this study were to assess whether electrophysiological measurements during exergaming are feasible and if so, whether cortical activity changes with additional cognitive elements. Twenty-four young adults performed self-paced sideways leaning movements, followed by two blocks of exergaming in which participants completed a puzzle by leaning left or right to select the correct piece. At the easy level, only the correct piece was shown, while two pieces were presented at the choice level. Brain activity was recorded using a 64-channel passive EEG system. After filtering, an adaptive mixture independent component analysis identified the spatio-temporal sources of brain activity. Results showed that it is feasible to record brain activity in young adults while playing exergames. Furthermore, five spatially different clusters were identified located frontal, bilateral central, and bilateral parietal. The frontal cluster had significantly higher theta power in the exergaming condition with choice compared to self-paced leaning movements and exergaming without choice, while both central clusters showed a significant increase in absolute alpha-2 power in the exergaming conditions compared to the self-paced movements. This is the first study to show that it is feasible to record brain activity while exergaming. Furthermore, results indicated that even a simple exergame without explicit cognitive demands inherently requires cognitive processing. These results pave the way for studying brain activity during various exergames in different populations to help improve their effective use in rehabilitation settings.Entities:
Keywords: EEG; alpha; balance; cognition; exergaming; theta
Year: 2018 PMID: 29867400 PMCID: PMC5968085 DOI: 10.3389/fnbeh.2018.00102
Source DB: PubMed Journal: Front Behav Neurosci ISSN: 1662-5153 Impact factor: 3.558
Figure 1Screen images of the “Puzzle” exergame. Left panel: no-choice condition (NC) presents only the correct puzzle piece to the left or right; Right panel: choice condition (C) presents two puzzle pieces simultaneously.
Figure 2Spatial location of electroencephalography (EEG) sources and absolute EEG power in μV2Hz−1 for all clusters and conditions (SP, self-paced; NC, no-choice; C, choice) in a priori defined frequency bands theta (4–7 Hz) and alpha-2 (10–12 Hz). (A) Top-view of the identified EEG sources. (B) Absolute theta power in the frontal cluster. (C) Absolute alpha-2 power in left and right central clusters. (D) Absolute alpha-2 power in left and right parietal cluster. The asterisk (*) denotes a significance level of < 0.05 and the double asterisk (**) denotes a significance level of < 0.01. The error bars in (B–D) show the standard error.