Scoping Review on the Interactive Digital Tools Used for the Physical and Cognitive Stimulation of Healthy Older Adults

IF 4.3 Q1 PSYCHOLOGY, MULTIDISCIPLINARY Human Behavior and Emerging Technologies Pub Date : 2024-06-18 DOI:10.1155/2024/2109977
Auriane Busser, Sylvain Fleury, Abdelmajid Kadri, Olfa Haj Mahmoud, Simon Richir
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Abstract

As more of our lives are spent using electronic devices, it comes as a natural deduction that those digital tools could be used to maintain people’s health. Gamified exercise or exergames are indeed promising means to motivate the population to get physically active and even cognitively active if paired with the appropriate games. Considering the global concern of an aging population which could benefit from both physical and cognitive stimulation, these tools appear to be an encouraging solution to keep the population healthier over time. This scoping review reports on the digital tools used in publications between January 2015 and December 2023 regarding the physical and cognitive stimulation of healthy elderly people. The search was conducted in PubMed, Web of Science, and ScienceDirect databases. Of the 1579 publications retrieved, a total of 68 publications were analyzed in this review. A wide variety of digital tools were used in the corpus for the combined physical and cognitive stimulation of the elderly. These tools can be categorized into six types of hardware: pressure plates, optical motion capture, inertial motion capture, virtual reality, ergometers, and driving simulators. The apparition of publications using virtual reality and an increase in publications using inertial motion capture in 2020 could be an indicator that digital tools used for cognitive and physical stimulation of the elderly are evolving. Another finding is the wide variety in evaluation tools used to monitor the outcomes of each protocol. A standardization of the testing process might be needed in order to improve comparisons between experiments.

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关于用于刺激健康老年人身体和认知的互动数字工具的范围审查
随着我们的生活越来越多地使用电子设备,我们自然而然地推断出,这些数字工具可以用来维护人们的健康。游戏化运动或外部游戏的确是一种很有前途的手段,可以激励人们积极锻炼身体,如果搭配适当的游戏,甚至还能活跃认知。考虑到全球都在关注人口老龄化问题,而人口老龄化可以从身体和认知刺激中获益,这些工具似乎是一个令人鼓舞的解决方案,可以使人口长期保持健康。本范围界定综述报告了 2015 年 1 月至 2023 年 12 月期间发表的有关刺激健康老年人身体和认知的出版物中使用的数字工具。检索在 PubMed、Web of Science 和 ScienceDirect 数据库中进行。在检索到的 1579 篇出版物中,本综述共分析了 68 篇出版物。语料库中使用了多种数字工具,对老年人进行身体和认知方面的综合刺激。这些工具可分为六类硬件:压力板、光学动作捕捉、惯性动作捕捉、虚拟现实、测力计和驾驶模拟器。2020 年,使用虚拟现实技术的出版物逐渐增多,使用惯性运动捕捉技术的出版物也在增加,这表明用于刺激老年人认知和身体的数字工具正在不断发展。另一个发现是,用于监测每个方案结果的评估工具种类繁多。为了改进实验之间的比较,可能需要对测试过程进行标准化。
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来源期刊
Human Behavior and Emerging Technologies
Human Behavior and Emerging Technologies Social Sciences-Social Sciences (all)
CiteScore
17.20
自引率
8.70%
发文量
73
期刊介绍: Human Behavior and Emerging Technologies is an interdisciplinary journal dedicated to publishing high-impact research that enhances understanding of the complex interactions between diverse human behavior and emerging digital technologies.
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