Literature DB >> 31794673

Exergaming Executive Functions: An Immersive Virtual Reality-Based Cognitive Training for Adults Aged 50 and Older.

Kuo-Ting Huang1.   

Abstract

Prior research suggests that both exergaming and virtual reality (VR)-based training programs could improve executive functions in older adults. However, few studies investigated whether combining exergaming with VR would be more effective. This study seeks to (a) investigate whether playing exergames in an immersive virtual environment (IVE) would yield differential outcomes in selected executive functions, including inhibition, task switching, and working, and (b) examine the role of feeling of presence as a potential mediator between immersive exergaming and cognitive improvement in specific domains. Thirty-three participants over 50 years of age (mean age = 62) participated in a 4-week training program and were randomly assigned into an IVE and non-IVE to play an exergame (Fruit Ninja) for eight sessions within 4 weeks. The results revealed a significant effect of the IVE on the Stroop Test and Trail Making Test after the 4-week training. Furthermore, the impacts of the IVE exergaming on these two tasks were mediated by the feeling of presence. These findings suggested that the immersive experience of exergaming would elicit the feeling of presence, which later contributes to improved cognitive performances in inhibition and task switching. For the theoretical implications, this study extends previous research by showing that (a) feeling of presence could contribute to older adults' cognitive improvement, and (b) the impacts of immersive exergame training on executive functions vary across individual domains. Additionally, this study provides practical implications such that the design of exergames could emphasize the game features requiring mental simulation, which can serve as a novel strategy for preventing cognitive decline in midlife and old age.

Entities:  

Keywords:  executive functions; exergame; older adults; presence; virtual reality

Mesh:

Year:  2019        PMID: 31794673     DOI: 10.1089/cyber.2019.0269

Source DB:  PubMed          Journal:  Cyberpsychol Behav Soc Netw        ISSN: 2152-2715


  7 in total

1.  Available Virtual Reality-Based Tools for Executive Functions: A Systematic Review.

Authors:  Francesca Borgnis; Francesca Baglio; Elisa Pedroli; Federica Rossetto; Lidia Uccellatore; Jorge Alexandre Gaspar Oliveira; Giuseppe Riva; Pietro Cipresso
Journal:  Front Psychol       Date:  2022-04-11

2.  Executive Function Improvement for Children with Autism Spectrum Disorder: A Comparative Study between Virtual Training and Physical Exercise Methods.

Authors:  Chaoxin Ji; Jun Yang; Lin Lin; Song Chen
Journal:  Children (Basel)       Date:  2022-04-03

Review 3.  Examining the Academic Trends in Neuropsychological Tests for Executive Functions Using Virtual Reality: Systematic Literature Review.

Authors:  Euisung Kim; Jieun Han; Hojin Choi; Yannick Prié; Toinon Vigier; Samuel Bulteau; Gyu Hyun Kwon
Journal:  JMIR Serious Games       Date:  2021-11-24       Impact factor: 4.143

Review 4.  Effects of Exergames on Brain and Cognition in Older Adults: A Review Based on a New Categorization of Combined Training Intervention.

Authors:  Marta Maria Torre; Jean-Jacques Temprado
Journal:  Front Aging Neurosci       Date:  2022-03-30       Impact factor: 5.750

Review 5.  The Effectiveness of Serious Games in Improving Memory Among Older Adults With Cognitive Impairment: Systematic Review and Meta-analysis.

Authors:  Alaa Abd-Alrazaq; Dari Alhuwail; Eiman Al-Jafar; Arfan Ahmed; Farag Shuweihdi; Shuja Mohd Reagu; Mowafa Househ
Journal:  JMIR Serious Games       Date:  2022-08-09       Impact factor: 3.364

6.  Collaborative and individual learning of geography in immersive virtual reality: An effectiveness study.

Authors:  Michal Sedlák; Čeněk Šašinka; Zdeněk Stachoň; Jiří Chmelík; Milan Doležal
Journal:  PLoS One       Date:  2022-10-18       Impact factor: 3.752

7.  Are Conventional Combined Training Interventions and Exergames Two Facets of the Same Coin to Improve Brain and Cognition in Healthy Older Adults? Data-Based Viewpoint.

Authors:  Jean-Jacques Temprado; Marta Maria Torre
Journal:  JMIR Serious Games       Date:  2022-10-03       Impact factor: 3.364

  7 in total

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