A. Liepa, Jason Tang, Ingemara Jaundaldere, Evita Dubinina, V. Lāriņš
{"title":"Feasibility randomized controlled trial of a virtual reality exergame to improve physical and cognitive functioning in older people","authors":"A. Liepa, Jason Tang, Ingemara Jaundaldere, Evita Dubinina, V. Lāriņš","doi":"10.5507/ag.2022.007","DOIUrl":null,"url":null,"abstract":"Background: Falls risk becomes more common with age and is associated with higher rates of disability, mortality, and healthcare costs. Exergames have shown to elicit improvements in prefrontal cortex activity, balance, and postural control of seniors, all of which are associated with fall risk, but it is unknown whether virtual reality (VR) exergames, played using a three-dimensional headset can enhance the effects of cognitive and physiological functioning. Objective: Evaluation of the effects of a co-produced VR exergame “Falling diamonds” on physical performance, trunk stability and cognition, three attributes linked to falls risk in seniors. Methods: A total of 44 physically active participants aged 60–85 years were randomized to either the immersive VR exergame (n = 14), nonimmersive exergame (n = 15), or control (n = 15). Static balance, leg strength, and gait speed were measured by the Short Physical Performance Battery, trunk stability was assessed using the Prone test and cognition was evaluated by the RehaCom screening software at baseline and follow-up at 9 weeks. Results: The VR exergame group experienced greater improvements in the cognition measures of selective attention control and speed (p = .009, p = .033) more than the exergame group (p = .010) and control (p = .049, p = .004). Conclusions: The evaluation and delivery methods of VR exergame Falling diamonds are feasible, and trial measures, procedures, and intervention are deemed acceptable by participants. Our findings indicate that using a VR exergame to exercise could improve cognition in seniors.","PeriodicalId":51894,"journal":{"name":"Acta Gymnica","volume":null,"pages":null},"PeriodicalIF":0.9000,"publicationDate":"2022-06-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Acta Gymnica","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.5507/ag.2022.007","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q4","JCRName":"SPORT SCIENCES","Score":null,"Total":0}
引用次数: 2
Abstract
Background: Falls risk becomes more common with age and is associated with higher rates of disability, mortality, and healthcare costs. Exergames have shown to elicit improvements in prefrontal cortex activity, balance, and postural control of seniors, all of which are associated with fall risk, but it is unknown whether virtual reality (VR) exergames, played using a three-dimensional headset can enhance the effects of cognitive and physiological functioning. Objective: Evaluation of the effects of a co-produced VR exergame “Falling diamonds” on physical performance, trunk stability and cognition, three attributes linked to falls risk in seniors. Methods: A total of 44 physically active participants aged 60–85 years were randomized to either the immersive VR exergame (n = 14), nonimmersive exergame (n = 15), or control (n = 15). Static balance, leg strength, and gait speed were measured by the Short Physical Performance Battery, trunk stability was assessed using the Prone test and cognition was evaluated by the RehaCom screening software at baseline and follow-up at 9 weeks. Results: The VR exergame group experienced greater improvements in the cognition measures of selective attention control and speed (p = .009, p = .033) more than the exergame group (p = .010) and control (p = .049, p = .004). Conclusions: The evaluation and delivery methods of VR exergame Falling diamonds are feasible, and trial measures, procedures, and intervention are deemed acceptable by participants. Our findings indicate that using a VR exergame to exercise could improve cognition in seniors.
期刊介绍:
The journal "Acta Gymnica" (ISSN 2336-4912 (Print); ISSN 2336-4920 (On-line)), published formerly as "Acta Universitatis Palackianae Olomucensis. Gymnica" (ISSN 1212-1185 (Print); ISSN 1213-8312 (On-line)), focuses on presenting results of research studies and theoretical studies from the field of kinanthropology. The scope of the journal covers topics related to biomechanics, exercise physiology, physiotherapy, somatometry, sports psychology, sports training, physical education, public health, etc. The journal also welcomes submissions that present results of interdisciplinary research.