A usability study of a multicomponent video game-based training for older adults

被引:49
|
作者
Adcock, Manuela [1 ]
Sonder, Floriana [1 ]
Schaettin, Alexandra [1 ]
Gennaro, Federico [1 ]
de Bruin, Eling D. [1 ,2 ]
机构
[1] Swiss Fed Inst Technol, Inst Human Movement Sci & Sport, Dept Hlth Sci & Technol, Leopold Ruzicka Weg 4, CH-8093 Zurich, Switzerland
[2] Karolinska Inst, Dept Neurobiol Care Sci & Soc, Alfred Nobels Alle 23, S-14183 Huddinge, Sweden
关键词
Physical-cognitive intervention; Exergame; Healthy aging; Fall prevention; Elderly; Older adults; Usability; Game experience; RANDOMIZED CONTROLLED-TRIAL; PHYSICAL PERFORMANCE BATTERY; LOWER-EXTREMITY FUNCTION; COGNITIVE IMPAIRMENT; TAI-CHI; GAIT VARIABILITY; HEALTH-BENEFITS; RISK-FACTORS; FALL RISK; EXERCISE;
D O I
10.1186/s11556-019-0233-2
中图分类号
R592 [老年病学]; C [社会科学总论];
学科分类号
03 ; 0303 ; 100203 ;
摘要
Background Aging is often accompanied by a decline in sensory, motor and cognitive functions. These age- and lifestyle-related impairments may lead to reduced daily life functioning including gait disturbances, falling and injuries. Most daily life activities, e.g. walking, are tasks which require the concurrent interplay of physical and cognitive functions. Promising options for combined physical-cognitive training are video game-based physical exercises, so-called exergames. This study aimed to [i] determine the usability of a newly developed multicomponent exergame and [ii] explore its effects on physical functions, cognition and cortical activity. Methods Twenty-one healthy and independently living older adults were included (10 female, 71.4 +/- 5.8 years, range: 65-91) and performed 21 training sessions (each 40 min) over seven weeks. The multicomponent exergame included strength and balance training with Tai Chi-inspired and dance exercises. Participants rated the usability of the exergame (System Usability Scale) and reported on their emotional experience (Game Experience Questionnaire). Attendance and attrition rates were calculated to determine training compliance. Before and after the intervention, physical and cognitive functions as well as resting state electroencephalography (EEG) were assessed. Results Results showed a high training attendance rate (87.1%, 18/21 training sessions on average) and a low attrition rate (9.5%, 2 drop-outs). System usability was rated high with a mean score of 75/100. Affective game experience was rated favorable. Gait speed under dual-task condition, lower extremity muscle strength and reaction times in a cognitive task (divided attention) showed significant improvements (p < .05). No significant pre-post differences were found for resting state EEG. Conclusions The newly developed exergame seems usable for healthy older adults. Nevertheless, some aspects of the exergame prototype can and should be improved. The training showed to positively influence physical and cognitive functions in a small convenience sample. Future trials are warranted which evaluate the feasibility and usability of the exergame training in a more "real-life" in-home setting and assess the behavioral and neuroplastic changes in a larger population after a longer training period with comparison to a control group.
引用
收藏
页数:15
相关论文
共 50 条
  • [1] A usability study of a multicomponent video game-based training for older adults
    Manuela Adcock
    Floriana Sonder
    Alexandra Schättin
    Federico Gennaro
    Eling D. de Bruin
    [J]. European Review of Aging and Physical Activity, 2020, 17
  • [2] An Interactive Physical-Cognitive Game-Based Training System Using Kinect for Older Adults: Development and Usability Study
    Kamnardsiri, Teerawat
    Phirom, Kochaphan
    Boripuntakul, Sirinun
    Sungkarat, Somporn
    [J]. JMIR SERIOUS GAMES, 2021, 9 (04):
  • [3] Usability Study of a Multicomponent Exergame Training for Older Adults with Mobility Limitations
    Thalmann, Melanie
    Ringli, Lisa
    Adcock, Manuela
    Swinnen, Nathalie
    de Jong, Jacqueline
    Dumoulin, Chantal
    Guimaraes, Vania
    de Bruin, Eling D.
    [J]. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH, 2021, 18 (24)
  • [4] Evaluating Aspects of Usability in Video Game-Based Programming Learning Platforms
    Diaz, Jaime
    Lopez, Jeferson Arango
    Sepulveda, Samuel
    Ramirez Villegas, Gabriel Mauricio
    Ahumada, Danay
    Moreira, Fernando
    [J]. INTERNATIONAL CONFERENCE ON ENTERPRISE INFORMATION SYSTEMS / INTERNATIONAL CONFERENCE ON PROJECT MANAGEMENT / INTERNATIONAL CONFERENCE ON HEALTH AND SOCIAL CARE INFORMATION SYSTEMS AND TECHNOLOGIES 2020 (CENTERIS/PROJMAN/HCIST 2020), 2021, 181 : 247 - 254
  • [5] Older Adults' Engagement With a Video Game Training Program
    Belchior, Patricia
    Marsiske, Michael
    Sisco, Shannon
    Yam, Anna
    Mann, William
    [J]. ACTIVITIES ADAPTATION & AGING, 2012, 36 (04) : 269 - 279
  • [6] Not Just for Children: Game-Based Learning for Older Adults
    Charlier, Nathalie
    Ott, Michela
    Remmele, Bernd
    Whitton, Nicola
    [J]. PROCEEDINGS OF THE 6TH EUROPEAN CONFERENCE ON GAMES BASED LEARNING, 2012, : 102 - 108
  • [7] The Gamification of Cognitive Training: Older Adults' Perceptions of and Attitudes Toward Digital Game-Based Interventions
    Boot, Walter R.
    Souders, Dustin
    Charness, Neil
    Blocker, Kenneth
    Roque, Nelson
    Vitale, Thomas
    [J]. HUMAN ASPECTS OF IT FOR THE AGED POPULATION: DESIGN FOR AGING, ITAP 2016, PT I, 2016, 9754 : 290 - 300
  • [8] Taking control! Structural and behavioural plasticity in response to game-based inhibition training in older adults
    Kuehn, Simone
    Lorenz, Robert C.
    Weichenberger, Markus
    Becker, Maxi
    Haesner, Marten
    O'Sullivan, Julie
    Steinert, Anika
    Steinhagen-Thiessen, Elisabeth
    Brandhorst, Susanne
    Bremer, Thomas
    Gallinat, Juergen
    [J]. NEUROIMAGE, 2017, 156 : 199 - 206
  • [10] Video game training enhances cognitive control in older adults
    J. A. Anguera
    J. Boccanfuso
    J. L. Rintoul
    O. Al-Hashimi
    F. Faraji
    J. Janowich
    E. Kong
    Y. Larraburo
    C. Rolle
    E. Johnston
    A. Gazzaley
    [J]. Nature, 2013, 501 : 97 - 101