| Literature DB >> 34955806 |
Patrick Manser1, Eling D de Bruin1,2,3.
Abstract
Background: Utilizing information technology (IT) systems, for example in form of computerized cognitive screening or exergame-based (also called active videogames) training, has gained growing interest for supporting healthy aging and to detect, prevent and treat neurocognitive disorders (NCD). To ameliorate the effectiveness of exergaming, the neurobiological mechanisms as well as the most effective components for exergame-based training remain to be established. At the same time, it is important to account for the end-users' capabilities, preferences, and therapeutic needs during the design and development process to foster the usability and acceptance of the resulting program in clinical practice. This will positively influence adherence to the resulting exergame-based training program, which, in turn, favors more distinct training-related neurobiological effects. Objectives andEntities:
Keywords: cognition; development; exercise; exergames; neurosciences; technology; training
Year: 2021 PMID: 34955806 PMCID: PMC8698204 DOI: 10.3389/fnagi.2021.734012
Source DB: PubMed Journal: Front Aging Neurosci ISSN: 1663-4365 Impact factor: 5.750
Overview over the three phases of the overall project.
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| Specify design requirements of the exergame-based training concept to be followed in the design and development phase. | Step 1: | Synthesis of Current Knowledge | Literature Review | “Step 1: Literature Review” |
| Step 2: | User Modeling | Literature Review, Qualitative Study | “Step 2: User Modeling” | |
| Step 3: | Determination of Therapeutic Needs | Literature Review, Qualitative Study | “Step 3: Therapeutic Needs” | |
| Step 4: | Technology Scoping | Collaboration with Dividat AG | “Step 4: Technology Scoping” | |
| Step 5: | Sustainability Strategy | Collaboration with Dividat AG | “Step 5: Sustainability Strategy” | |
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| Development of a fully functional prototype of the exergames and the exergame-based training concept supported by multidisciplinary teamwork including the exergaming industry, game designers, clinical experts, researchers, and the end user. | Step 1: | Game Design | Literature Review, Qualitative Study | “Step 1: Game Design” |
| Step 2: | Development and Validation of Adaptation Loop | Systematic Review, Validation Study | “Step 2: Development and Validation of Adaptation Loop” | |
| Step 3: | Development of the Exergame-based Training Concept | “Step 3: Development of Exergame-based Training Concept” | ||
| Step 4: | Pilot-testing of the Exergame-based Training Concept | Pilot Randomized Controlled Feasibility Study | “Step 4: Playtesting of Exergame-based Training Concept” | |
| Step 5: | Modification of Exergame- and Intervention Components | “Step 5: Modification of Exergame-based Training Concept” | ||
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| Evaluation of the effectiveness of the resulting exergame-based training concept. | To systematically evaluate the effectiveness and user acceptance of the resulting exergame-based training concept with respect to global cognition as primary outcome and domain-specific cognitive functioning, brain structure and function (measured by magnetic resonance imaging), cardiac vagal modulation (heart rate variability and its associations to neurobiological and cognitive changes), gait and psychosocial factors (e.g., quality of life, motivation, depression, anxiety, stress) as secondary outcomes. | Randomized Controlled Trial | “Phase 3: System Evaluation” | |
Moderating effects of exercise and training parameters on the effectiveness of cognitive, physical, and cognitive-motor training in healthy older adults and older adults with mild neurocognitive disorder.
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| Frequency | mNCD |
| • Higher (>3x/week) ( |
| • Higher (≥ 4x/week) ( | NR | NR | High frequency (≥5x/week) |
| HOA | NR | • Lower [≤2x/week ( | NR | • Higher [≥2x/week ( |
| • Higher [≥3x/week ( | ||
| • Lower (≤3x/week) ( | ||||||||
| Intensity/Complexity | mNCD | NR | NR | • Moderate intensity ( |
| • Moderate physical exercise intensity ( | Physical load: moderate intensity motor complexity: high challenge cognitive load: unknown | |
| • moderate to high intensity ( | ||||||||
| HOA |
| NR |
| • Moderate to vigorous ( | NR | • high motoric challenge ( | ||
| • high motoric challenge ( | ||||||||
| Type (of training) | mNCD | • Computer-based ( |
| • Aerobic training ( |
| • Simultaneous training ( | Individually applied simultaneous motor-cognitive training | |
| • Individual training ( | • Multicomponent ( | • Combined training ( | ||||||
| HOA | NR | • Video-game based training ( |
| • Multicomponent ( | NR | • Simultaneous training ( | ||
| • Exergaming ( | ||||||||
| Time (exercise duration) | mNCD | NR | NR | NR | • Shorter (≤30 min) ( | NR | NR | ≤30 min |
| HOA |
| • Shorter (≤30 min) ( | • Shorter (≤30 min) ( | • Shorter ( | ||||
| • Longer (≥45 min) ( | ||||||||
| Duration (of the intervention) | mNCD |
| • Longer (≥3 months) ( | NR |
| NR | ≥12 weeks | |
| HOA |
| • Shorter (≤6 weeks) ( |
| • Shorter (≤12 weeks) ( |
| • Longer (≥12 weeks) ( | ||
| • Longer (>16 weeks) ( | • Shorter (≤12 weeks) ( | |||||||
| Volume (i.e., total intervention/exercise time) | mNCD | NR |
| • Higher [≥24 h ( | NR | • Moderate (60 – 120 min/week) ( | Moderate (60 – 120 min/week) | |
| • Moderate (60 – 120 min/week) ( | ||||||||
| • Lower ( | ||||||||
| HOA |
| • Higher (≥20 h, ≥20 sessions) ( |
| • Higher [≥3 h/week ( |
| • Higher volume (≥120 min/week) ( | ||
| Progression and Periodization | mNCD | NR | NR | NR | NR | NR | NR | Unclear |
| HOA | NR | NR | NR | NR | NR | NR | ||
| Variability/Variation | mNCD | NR | NR | NR | NR | NR | NR | Unclear |
| HOA | NR | • Fewer games (≤6 games) tend to be beneficial ( | NR | NR | NR | NR | ||
| Specificity | mNCD | Multi-domain training ( | NR | NR | NR | NR | Focus on working memory and memory training as part of a multi-domain training | |
| HOA | NR | Multi-domain training ( | NR | NR | NR | NR | ||
HOA, healthy older adults; NR, not reported; mNCD, mild neurocognitive disorder.
Possible ideas/concepts for training monitoring.
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| Complexity | BIOLOOP (=Biocybernetic adaptation loop) PERF-LOOP (=Performance adaptation loop) | TARGETINT (=Monitoring of target intensity) | BIOLOOP (=Biocybernetic adaptation loop) PERF-LOOP (=Performance adaptation loop) | BIOTARGETLOOP |
| Progression and Periodization | PLAT (=Performance Plateau) | ADAPT (=Adaptation of intensity according to training progress) HRV-GUIDE (=HRV guided exercise prescription) | PLAT (=Performance Plateau) | PLAT |
| Variability/Variation | MYCHOICE (=Self-determined choice of games within groups of games for cognitive domains) | MYCHOICE (=Self-determined choice of games within groups of games for cognitive domains) | MYCHOICE | |
Overview of preferred training parameters and final decision for Brain-IT.
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| Frequency | High frequency (≥5x/week) | High frequency (≥5x/week), but only if home-based training is possible | High frequency (≥5x/week) | |
| Intensity/Complexity | Physical load: moderate intensity motor complexity: high challenge cognitive load: unknown | Real-time closed-loop adaptation of exergame demands to internal training load (BIOTARGETLOOP) | Physical load: moderate intensity cognitive load: challenging but feasible | Real-time closed-loop adaptation of exergame demands to internal training load (BIOTARGETLOOP) |
| Type (of training) | Individually applied simultaneous motor-cognitive training | Exergaming | Exergame-based simultaneous incorporated motor-cognitive training | |
| Time (exercise duration) | ≤30 min | <30 min | ≤30 min | |
| Duration (of intervention) | ≥12 weeks | Long-term | ≥12 weeks | |
| Volume | Moderate (60 – 120 min/week) | Moderate (60 – 120 min/week) to high | Moderate (60 – 120 min/week) | |
| Progression and Periodization | Unclear | Adaptation based on performance plateau according to predefined taxonomy | Unclear | Adaptation based on performance plateau according to predefined taxonomy |
| Variability/Variation | Unclear | Self-determined choice | Use a certain routine with slight variations over time | Self-determined choice |
| Specificity | Focus on working memory and memory training as part of a multi-domain training | Multi-domain training including working memory, memory + flexibility tasks | Focus on cognitive deficits | Individualized (deficit-oriented) focus in a multi-domain training including working memory, memory training |
Hardware and software requirements of the Dividat Senso for Brain-IT.
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| Frequency | High frequency (≥ 5x/week) | Partially | • Usability of the Dividat Senso Flex | ||||
| Intensity/Complexity | Real-time closed-loop adaptation of exergame demands to internal training load (BIOTARGETLOOP) | No | • Development and Validation of Adaptation Loop | ||||
| • Integration of Adaptation Loop into Software | |||||||
| Type (of training) | Exergame-based simultaneous incorporated motor-cognitive training | Yes | |||||
| Time (exercise duration) | <30 min | Yes | |||||
| Duration (of intervention) | 12 weeks | Yes | |||||
| Volume | Moderate (60 – 120 min/week) | Yes | |||||
| Progression and Periodization | Adaptation based on performance plateau according to predefined taxonomy | Partially | • Identification of Performance Plateau by Software | ||||
| Variability/Variation | Self-determined choice | Yes | |||||
| Specificity | Individualized focus in a multi-domain training including working memory, memory + flexibility tasks | Partially | • Development of new Games (i.e., Episodic Memory, Working Memory) | ||||
FIGURE 1Methodological framework for the contribution of physical- and neurocognitive- (i.e., game-) demands during exergaming.
FIGURE 2Overview of the exergame-based intervention concept and the basic structure of each exergame session (here as an example for a patient with amnestic-single domain mNCD with a training focus on learning and memory in week 1).