| Literature DB >> 35290983 |
Charlene H Chu1,2, Amanda My Linh Quan3, Allison Souter4, Archanaa Krisnagopal5, Renée K Biss6.
Abstract
BACKGROUND: Aging is often associated with increasing functional decline as measured by deterioration in mobility and activities of daily living. Older adults (OAs) living in residential long-term care (LTC) homes in particular may not engage in regular physical exercise, significantly increasing their risk of further cognitive and functional decline. Exergaming may hold promise for OAs by combining exercise and technology-based gaming systems, but evidence for its use in LTC is unknown.Entities:
Keywords: Aging; Exergaming; Long-term care; Older adults
Mesh:
Year: 2022 PMID: 35290983 PMCID: PMC9501726 DOI: 10.1159/000521832
Source DB: PubMed Journal: Gerontology ISSN: 0304-324X Impact factor: 5.597
Inclusion/exclusion criteria
| PICOS component | Selection criteria |
|---|---|
| Population | Inclusion: OAs (>65 years of age) living in nursing homes, or LTC facilities |
| Exclusion: younger adults (M age of <65); participants living in own home in the community, complex continuing care units, retirement homes/communities, assisted living homes | |
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| Intervention | Inclusion: exergaming, including physical exercise-based games applied using video game or virtual-reality technology |
| Exclusion: noninteractive games or seated virtual-reality games that did not promote PA | |
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| Comparator | No restrictions |
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| Outcome | Inclusion: quantitative measures of: |
| Cognitive outcomes (e.g., global cognition, attention, memory, and executive function) QoL outcomes | |
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| Study type | Inclusion: quantitative studies including original research studies and pilot studies |
| Exclusion: solely qualitative studies, reviews, case reports with a sample size of <2, presentation and conference abstracts | |
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| Date | No restrictions |
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| Language | English |
PICOS, Population, Intervention, Comparator, Outcome, and Study type.
Fig. 1PRISMA diagram of study selection process.
Summary of included studies (n = 21)
| Reference, country | Study characteristics | Intervention, duration and frequency | Groups | Physical outcome measures | Cognitive outcome measures | QoL measures |
|---|---|---|---|---|---|---|
| Cardoso et al.[ | Before-and-after study | Endurance, upper and lower limbs, balance, strength, and agility exercises through 5 exergames − Grape Stomping, Toboggan Ride, Rabelos VR, Exerpong and Exerfado One 90–120 min session per week for 3 months | Intervention group 1 ( | − | − | WHOQOLBREF |
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| Chiang et al. [ | Quasi-experimental design | Xbox 360 Kinect Games: Mouse | Intervention group ( | Reaction time, hand-eye coordination | − | − |
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| Cicek et al. [ | Nonrandomized, controlled trial | Nintendo Wii Fit Plus games using Wii balance board | Nintendo Wii Fit group ( | BBS, TUG, 10MWT;SLST | − | WHOQOLBREF |
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| Delbroek et al. [ | Randomized controlled trial | BioRescue games: Dual tasking, weight-bearing transfer, weight-bearing transfer and stabilization Two, 18–30-min sessions per week for 6 weeks | Intervention group ( | iTUG, iTUG DT, Tinetti | MoCA | − |
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| Eisapour et al. [ | Before-and-after study | Oculus Rift HMD Farm, Oculus Rift HMD Gym and human-guided exercise | Intervention group ( | Schlegel functional fitness assessment, shoulder circumduction, motion parameter | − | − |
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| Ellmers et al. [ | Before-and-after study | PONG game using Nintendo Wii balance board | Intervention group ( | COPE | − | − |
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| Hsieh et al. | Quasi-experimental design | Xbox 360 Kinect game | Intervention group ( | 6MWT, 30-s STS, 30-s AC, TUG, FR, sit-and-reach, drop ruler test, 5-m gait speed | CASI | − |
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| Janssen et al. [ | Nonrandomized controlled trial N = 29 | Wii Fit Plus, games: Table Tilt Plus Two, 10–15 min sessions per week for 12 weeks | Intervention group 1 ( | BBS, LAPAQ | − | − |
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| Keogh et al. [ | Quasi-randomized controlled trial N = 34 | Nintendo Wii Sports games | Intervention group ( | Bicep curl, FSST, RAPA | − | WHOQOLBREF |
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| Keogh et al. [ | Quasi-experimental mixed-methods study | Nintendo Wii Sports games Unstructured, self-report of game time resulted in an average of 28 min per week for 5 weeks | Intervention group ( | FSST | − | SF-36 |
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| Liu et al. [ | Randomized controlled trial N=39 | Xbox 360 Kinect game: Fruit Ninja Three, 30-min sessions per week for 4 weeks | Intervention group ( | Grasping ruler test | − | SF-8 |
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| Monteiro-Junior et al. [ | Randomized controlled trial N= 19 | Nintendo Wii | Intervention group ( | − | VFT, DSF, DSB | − |
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| Mugueta-Aguinaga et al. [ | Randomized controlled trial N = 40 | FRED exergame | Intervention group ( | Barthel score, SPPB | − | − |
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| Ogawa et al. [ | Quasi-experimental study N=35 | Microsoft Kinect-based versions of brain training programs | Intervention group ( | Gait speed, stride length, stride width, swing time, double support, stride length CV, swing time CV, SPPB, Tinetti fall efficacy scale, SRT, CRT | MMSE, MoCA, TMT-A, TMT-B | − |
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| Pichierri | Randomized controlled trial | Motor exercise program and dance | Intervention group ( | FES-I, FPA, gait analysis, gaze behavior | − | − |
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| Portela et al. [ | Cluster randomized controlled trial | Nintendo Wii, Wiitherapy, game: bowling | Intervention group 1 ( | Barthel score, BBS | MMSE | SF-36 |
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| Rogan et al. [ | Randomized controlled trial | Stochastic resonance whole-body vibration and a dance video game, five set program (base frequency 3–6 Hz) | Intervention group ( | SPPB, IMVC, Fsub, IRFD, IRFDsub | − | − |
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| Taylor et al. [ | Cluster randomized controlled trial | Xbox Kinect, “Your Shape Fitness Evolved, 2012 Aging With Grace” Two, 35-min sessions per week for 8 weeks | Intervention group ( | DEMMI | − | − |
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| Valiani et al. [ | Interrupted time series | Light intensity exercise (aerobic, strength, and balance) through Jintronix technology Two, 30-min sessions per week for 4 weeks | Intervention group ( | SPPB, RAPA | − | − |
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| Wu et al. | Controlled, pre-post test pilot study | Xbox Kinect, moderate intensity exercise through Kinect Adventures, Sport Season II and Your Shape Fitness Evolved | Intervention group ( | Muscle strength; 10MWT; 6MWT; TUG; BBS | − | − |
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| Yesilyaprak et al. [ | Randomized controlled trial N = 21 | BTS NIRVANA VR interactive system games | Intervention group ( | BBS, TUG, FES-l,OLS-EO-R, OLS-EO-L, OLS-EC-R, OLS-EC-L, TS-EO, TS-EC | − | |
6MWT, 6-Min Walk Test; 10MWT, 10-Min Walk Test; 30-s STS, 30-s sit-to-stand test; AMTS, Abbreviated Mental Test Score; BBS, Berg Balance Scale; CASI, Cognitive Abilities Screening Instrument; COPE, Centre of Pressure Excursion; DEMMI, de Morton Mobility Index; DT, Dual Task; DSF, Digit Span Forward; DSB, Digit Span Backward; FPA, Foot Placement Accuracy test; FES-I, Falls Efficacy Scale; FSST, Four Square Step Test; 30-s AC, Arm Curl test; FR, Functional Reach test; IMVC, Isometric Maximal Voluntary Contraction; Fsub, Submaximal force; IRFD, Isometric Rate of Force Development; IRFDsub, Submaximal IRFD; iTUG, Instrumented Timed Up and Go; LAPAQ, LASA Physical Activity Questionnaire; MoCA, Montreal Cognitive Assessment; MMSE, Mini-Mental State Examination; OLS-EO-R, One Leg Stance-Eyes Open-Right; OLS-EO-L, One Leg Stance-Eyes Open-Left; OLS-EC-R, One Leg Stance-Eyes Closed-Right; OLS-EC-L, One Leg Stance-Eyes Closed-Left; RAPA, Rapid Assessment of Physical Activity; SF, Short Form Health Survey; SLST, Single Leg Stance Test; SPPB, short physical performance battery; SSSS, Satisfaction with Social Support Scale; TMT-A, Trail Making Test A; TMT-B, Trail Making Test B; TS-EO, Tandem Stance-Eyes Open; TS-EC, Tandem Stance-Eyes Closed; TUG, Timed Up and Go; VFT, verbal fluency test.
Summarized results from studies with a control group (N= 14)
| Citation | Summarized results | ||
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| Physical outcome measures | Cognitive outcome measures | QoL outcome measures | |
| Chiang et al. [ | Significant difference ( | − | − |
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| Cicek et al. [ | Significant change of the primary outcome measures (BBS and TUG) between groups in favor of the Nintendo Wii Fit group. The difference in BBS was statistically significant in both exergaming (GI) and standard physical activity (GII) groups compared to the control group (GIII) (GI-GIII; p = 0.001, GII-GIII; p = 0.002). For TUG, there was a statistically significant improvement in the exergaming group (GI) compared to the other conditions (GI-GII; p = 0.007, GI-GIII; p = 0.001) | − | QoL was assessed using the WHOQOL-BREF. No statistically significant within-group and between-group differences observed |
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| Delbroek et al. [ | Group differences were not tested. iTUG improved significantly after 6 weeks training within the intervention group ( | Group differences were not tested. No changes were detected over time for both the control group and interventions group as measured by the MoCA | − |
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| Hsieh et al. [ | Improvements in the exergaming relative to the control group found for the 6MWT, 30-s STS test, FR, 5-m speed, with medium to large improvement in the exergaming group (d= 0.50–1.01). No significant changes for 30-s AC, sit-and-reach, 5-m gait speed, TUG | No significant improvement in overall CASI relative to control group. Significant improvement in abstract thinking on the CASI (d = 0.74), but no other subscales. Average movement accuracy score at 3 months significantly predicted improvement in the total CASI score ( | − |
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| Janssen et al. [ | Improvement in reported physical activity on LAPAQ significantly higher in intervention groups ( | − | − |
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| Keogh et al. [ | The exergaming group had a significantly greater increase in bicep curl repetitions ( | − | Significantly greater improvements in psychological QoL (as assessed by the WHOQOL-BREF) were observed for the exergaming group than the control group ( |
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| Liu et al. [ | Differences between intervention and control group not tested. Reaction time on the grasping ruler test significantly improved ( | − | Differences between intervention and control groups not tested. QoL on the SF-8 did not change in the intervention group, while OAs in the control group (sedentary activity) had better PCS ( |
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| Monteiro-Junior et al. [ | − | No differences between the exergaming and control group found for VFT, DSF, or DSB. VFT performance showed acute improvement immediately following a single session within the exergaming group ( | − |
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| Mugueta-Aguinaga et al. [ | Significant improvements in SPPB in the exergame group from pre- to-post-test. Exergame group was more likely to show clinically relevant reductions in frailty compared to control group ( | − | − |
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| Ogawa et al. | Significantly different changes in single-task measures of gait speed, stride length (cm), swing time, and double support observed favoring the exergame group. Effects reflected worse performance over time in control group, as pre-post changes were not significant in intervention group. No significant changes or between-group differences in stride width (cm), stride length CV, swing time CV, SRT, CRT, SPPB, or Tinetti falls efficacy scale. There were no statistically significant group differences in dual-task gait measurements except for swing time percentage and double support percentage, favoring the exergaming group | Modest improvements in MMSE score and TMT-B executive control within the exergaming group ( | − |
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| Physical outcome measures | Cognitive outcome measures | QoL outcome measures | |
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| Pichierri et al. [ | No significant between-group differences were observed either in the FPA test or FESI-I. One measure of FPA showed significant pre-post improvement in exergame group. Gait analysis measures showed better performance in the exergame group relative to the control group ( | − | − |
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| Portela et al. | Differences between intervention and control groups not tested. No significant improvements in activities of daily living within any group according to the Barthel index. Only the control group had statistically significant improvements in balance, as measured by the BBS | Differences between intervention and control groups not tested. No significant improvement in cognition by any group, as measured by the MMSE | QoL was assessed by the SF-36. No improvements in any of the SF-36 domains for the control group. Supervised exergaming group showed improvement from baseline on SF-36 domains of physical functioning and vitality but worse emotional performance. Unsupervised exergaming group showed significant improvement in the mental health and vitality components of SF-36. Differences between intervention and control groups not tested |
| Rogan et al. [ | Between-group effect showed that exergaming had a significant effect after 4 weeks ( | − | − |
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| Taylor et al. | DEMMI scores indicated that residents who played exergames had improved mobility, although this did not reach significance ( | − | − |
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| Wu et al. | Statistically significant between-group difference ( | − | − |
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| Yesilyaprak et al. [ | In both intervention group and control group, BBS, TUG duration, and left leg stance and tandem stance duration with eyes closed significantly improved with time ( | − | − |
BBS, Berg Balance Scale; CASI, Cognitive Abilities Screening Instrument; DEMMI, de Morton Mobility Index; DSF, Digit Span Forward; DSB, Digit Span Backward; FES-I, Falls Efficacy Scale-International; FPA, foot placement accuracy; IMVC, isometric maximal voluntary contraction; IRFD, isometric rate of force development; LAPAQ, LASA Physical Activity Questionnaire; MCS, Mental component summary; MMSE, Mini-Mental State Examination; PCS, Physical component summary; SF-36, 36-item Short Form Health Survey; SPPB, short physical performance battery; TMT-A, Trail Making Test parts A; TMT-B, Trail Making Test parts B; TUG, Timed-Up and Go; VFT, Verbal Fluency Test; 30-s STS, 30-s sit-to-stand.
Fig. 2Risk of bias assessment using the Cochrane RoB-2 tool presented as proportion of relevant studies (n = 9).
Fig. 3Risk of bias assessment using the ROBINS-I tool presented as a proportion of relevant studies (n = 12).