ArticleFrontiers in aging neuroscience2019
A Pilot Study of an In-Home Multicomponent Exergame Training for Older Adults: Feasibility, Usability and Pre-Post Evaluation.
Article in Frontiers in aging neuroscience, 2019. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to trial NCT05751551 (Feasibility and Effectiveness of a Personalized, Home-based Motor-cognitive Training Program in Community-dwelling Older Adults - a Pragmatic Pilot Randomized Controlled Trial), which is not on this map. Cited by 33 papers, 11 of them syntheses that pooled it.
What it found
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The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
The trial behind it
Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
Feasibility and Effectiveness of a Personalized, Home-based Motor-cognitive Training Program in Community-dwelling Older Adults - a Pragmatic Pilot Randomized Controlled Trial
Who cites it
33 citing papers in PubMed, 11 syntheses or guidelines pooled it, 62 citations in OpenAlex.
- Meta-analysis of the effects of dance- and movement-based kinesthetic games on cognitive function in older adults with cognitive impairment (CI) under different intervention periods.Aging clinical and experimental research · 2025Pooled it
- Effects of digitalized traditional Chinese exercises on the physical and mental health and quality of life of older adults: a systematic review and meta-analysis of randomized controlled trials.Frontiers in public health · 2025Pooled it
- Pooled it
- Alexa, let's train now! - A systematic review and classification approach to digital and home-based physical training interventions aiming to support healthy cognitive aging.Journal of sport and health science · 2024Pooled it
- Digital interactive experience- and game-based fall interventions for community-dwelling healthy older adults: a cross-disciplinary systematic review.Frontiers in public health · 2024Pooled it
- Effects of Tai Chi and Qigong on cognitive and physical functions in older adults: systematic review, meta-analysis, and meta-regression of randomized clinical trials.BMC geriatrics · 2023Pooled it
- Effects of exergaming on executive function of older adults: a systematic review and meta-analysis.PeerJ · 2022Pooled it
- Comparison between the effects of exergame intervention and traditional physical training on improving balance and fall prevention in healthy older adults: a systematic review and meta-analysis.Journal of neuroengineering and rehabilitation · 2021Pooled it
- Methodological Quality of User-Centered Usability Evaluation of Ambient Assisted Living Solutions: A Systematic Literature Review.International journal of environmental research and public health · 2021Pooled it
- The use of commercial computerised cognitive games in older adults: a meta-analysis.Scientific reports · 2020Pooled it
- Benefits of Exergaming Regarding to Conventional Physical Therapies on Balance and Fall Risk in Prefrail and Frail Older People: A Meta-Analysis of Randomized Controlled Trials.Inquiry : a journal of medical care organization, provision and financingPooled it
- Assessing the Clinical Effectiveness of an Exergame-Based Exercise Training Program Using Ring Fit Adventure to Prevent and Postpone Frailty and Sarcopenia Among Older Adults in Rural Long-Term Care Facilities: Randomized Controlled Trial.Journal of medical Internet research · 2024Trial
- A Newly Developed Exergame-Based Telerehabilitation System for Older Adults: Usability and Technology Acceptance Study.JMIR human factors · 2023Trial
- A facility-based "brain gym": feasibility and preliminary effectiveness of a long-duration, low-frequency dual-task and exergaming intervention in older adults.Frontiers in psychology · 2026Article
- Peer-led sexual and reproductive health education and risky sexual behavior among adolescent girls and young women in rural Uganda: A quasi-experimental pre-post study.PLOS global public health · 2026Article
- Technology-Assisted Physical Activity Interventions for Older People in Their Home-Based Environment: Scoping Review.JMIR aging · 2025Article
- Active Video Games Training for Older Adults: Comparative Study of User Experience, Workload, Pleasure, and Intensity.JMIR serious games · 2025Article
- Player Experience Evaluation in Game-Based Systems for Older Adults.Sensors (Basel, Switzerland) · 2024Article
- Article
- The "FitBrain" program: implementing exergaming & dual-task exercise programs in outpatient clinical settings.Frontiers in sports and active living · 2024Article
Corrections and comments
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Authors and funding
5 authors at 1 institution in 2 countries.
Funding
No grant is acknowledged in the PubMed record.
Abstract
Aging is associated with sensory, motor and cognitive impairments that may lead to reduced daily life functioning including gait disturbances, falls, injuries and mobility restrictions. A strong need exists for implementing effective evidence-based interventions for healthy aging. Therefore, the aim of this study was to (i) evaluate the feasibility and usability of an in-home multicomponent exergame training and (ii) explore its effects on physical functions, cognition and cortical activity. Twenty-one healthy and independently living older adults were included (11 female, 74.4 ± 7.0 years, range: 65-92 years) and performed 24 trainings sessions (each 40 min) over eight weeks. The first part was conducted in a living lab (home-like laboratory environment), the second part at participants' home. The multicomponent exergame included Tai Chi-inspired exercises, dance movements and step-based cognitive games to train strength, balance and cognition. Attendance and attrition rates were calculated and safety during training was evaluated to determine feasibility. Participants rated the usability of the exergame (System Usability Scale) and reported on their game experience (Game Experience Questionnaire). Physical and cognitive functions and cortical activity (resting state electroencephalopathy) were assessed pre and post intervention. Results showed a high training attendance rate for the living lab and the home-based setting (91.7 and 91.0%, respectively) with a rather high attrition rate (28.6%, six drop-outs). Half of the drop-out reasons were related to personal or health issues. System usability was rated acceptable with a mean score of 70.6/100. Affective game experience was rated favorable. Significant improvements were found for minimal toe clearance, short-term attentional span, and information processing speed (
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Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.