| Literature DB >> 33345045 |
Phillipp Anders1, Espen Ingvald Bengtson1,2, Karoline Blix Grønvik1, Nina Skjæret-Maroni1, Beatrix Vereijken1.
Abstract
Falls in older adults are a serious threat to their health and independence, and a prominent reason for institutionalization. Incorrect weight shifts and poor executive functioning have been identified as important causes for falling. Exergames are increasingly used to train both balance and executive functions in older adults, but it is unknown how game characteristics affect the movements of older adults during exergaming. The aim of this study was to investigate how two key game elements, game speed, and the presence of obstacles, influence movement characteristics in older adults playing a balance training exergame. Fifteen older adults (74 ± 4.4 years) played a step-based balance training exergame, designed specifically for seniors to elicit weight shifts and arm stretches. The task consisted of moving sideways to catch falling grapes and avoid obstacles (falling branches), and of raising the arms to catch stationary chickens that appeared above the avatar. No steps in anterior-posterior direction were required in the game. Participants played the game for eight 2 min trials in total, at two speed settings and with or without obstacles, in a counterbalanced order across participants. A 3D motion capture system was used to capture position data of 22 markers fixed to upper and lower body. Calculated variables included step size, step frequency, single leg support, arm lift frequency, and horizontal trunk displacement. Increased game speed resulted in a decrease in mean single support time, step size, and arm lift frequency, and an increase in cadence, game score, and number of error messages. The presence of obstacles resulted in a decrease in single support ratio, step size, cadence, frequency of arm lifts, and game score. In addition, step size increased from the first to the second trial repetition. These results show that both game speed and the presence of obstacles influence players' movement characteristics, but only some of these effects are considered beneficial for balance training whereas others are detrimental. These findings underscore that an informed approach is necessary when designing exergames so that game settings contribute to rather than hinder eliciting the required movements for effective balance training.Entities:
Keywords: balance training; exergaming; game settings; movement characteristics; older adults
Year: 2020 PMID: 33345045 PMCID: PMC7739609 DOI: 10.3389/fspor.2020.00054
Source DB: PubMed Journal: Front Sports Act Living ISSN: 2624-9367
Participant characteristics.
| Female ( | 72.6 | 4.7 | 65–79 |
| Male ( | 74.8 | 4.0 | 70–83 |
| Total ( | 73.7 | 4.4 | 65–83 |
| Female | 166.8 | 3.5 | 162.8–172.2 |
| Male | 175.2 | 6.1 | 165.8–183.5 |
| Total | 171.3 | 4.1 | 162.8–183.5 |
| Female | 65.4 | 4.9 | 60–74.4 |
| Male | 76 | 4.1 | 70.2–82.8 |
| Total | 71 | 7 | 60–82.2 |
Figure 1Graphical image of the exergame area (left panel) and a screenshot of “The Fox” exergame (right panel) showing all exergame elements (Fox-avatar, grapes, chickens, branches, game score, and remaining game time).
Mean game score and mean percentage of caught grapes, caught chickens, and unsuccessfully avoided branches for all combinations of game speeds and obstacles.
| Game score | 69.8 | 86 | |||
| 48.7 | 67.4 | ||||
| Grapes caught | 77.6% | 53.7% | |||
| 79.8% | 59.1% | ||||
| Chickens caught | 91.3% | 93.1% | |||
| 74.8% | 76.1% | ||||
| Branches hit | 5% | 3.8% | |||
The values in bold font represent the average across game speed, presence of obstacles and overall.
Figure 2Mean duration of single support events (A) and ratio of single support (B). Vertical bars indicate the standard error of the model.
The degrees of freedom (df), confidence intervals (CI), and significance level (p) for the mean duration of single support events, ratio of single support, mean step length, cadence, and the frequency of arm lifts.
| Speed | 229.07 | −0.03 to −0.01 | 229.09 | −0.00 to 0.02 | 0.189 | 293.14 | −13.87 to −0.45 | 229.07 | 5.22 to 8.56 | 229.07 | −2.27 to −0.99 | ||||
| Obstacles | 229.07 | −0.01 to 0.01 | 0.774 | 229.09 | −0.05 to −0.03 | −7.16 | −18.54 to −5.12 | 229.07 | −10.97 to −7.63 | 229.07 | −1.70 to −0.42 | ||||
| Trial | 229.07 | −0.01 to 0.01 | 0.582 | 229.09 | −0.01 to 0.02 | 0.318 | −11.83 | 5.78 to 19.20 | 229.07 | −0.80 to 2.55 | 0.306 | 229.07 | −0.97 to 0.32 | 0.321 | |
| Gender | 17.31 | −0.05 to 0.06 | 0.909 | 17.29 | −0.02 to 0.07 | 0.280 | 12.49 | −42.63 to 3.39 | 0.113 | 17.31 | −2.12 to 14.10 | 0.166 | 17.31 | −5.64 to 1.94 | 0.352 |
| Side | 229.07 | −0.00 to 0.02 | 0.102 | 229.09 | −0.01 to 0.01 | 0.982 | −19.62 | −7.02 to 6.40 | 0.928 | 229.07 | −0.64 to 2.70 | 0.229 | 229.07 | −1.20 to 0.08 | 0.086 |
The values in bold font represent significant p values.
Figure 3Mean step length (A) and cadence (B). Vertical bars indicate the standard error of the model.
Figure 4Mean frequency of arm lifts. Vertical bars indicate the standard error of the model.
Figure 5Heatmap of the players' positions in the exergaming area based on the marker on the chest across all conditions and participants. The white square indicates the 2 by 2m active exergaming area. All participants started each trial in the white circle. The white rectangle indicates the area with most observations. The game screen was positioned to the left of the playing area.
Error messages triggered by the players moving outside the active exergaming area for each combination of settings.
| 5 | 8 | 13 | ||
| 17 | 13 | 30 | ||
| 22 | 21 | 43 | ||