ArticleEuropean review of aging and physical activity : official journal of the European Group for Research into Elderly and Physical Activity2020
A usability study of a multicomponent video game-based training for older adults.
Article in European review of aging and physical activity : official journal of the European Group for Research into Elderly and Physical Activity, 2020. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 40 papers, 4 of them syntheses that pooled it.
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Who cites it
40 citing papers in PubMed, 4 syntheses or guidelines pooled it.
- Neural Correlates of Balance Skill Learning in Young and Older Individuals: A Systematic Review and Meta-analysis.Sports medicine - open · 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
- The effects of dance interventions on physical function and quality of life among middle-aged and older adults: A systematic review.PloS one · 2024Pooled 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
- Efficacy of Digital Dance on Brain Imagery, Cognition, and Health: Randomized Controlled Trial.Journal of medical Internet research · 2024Trial
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- Trial
- A Newly Developed Exergame-Based Telerehabilitation System for Older Adults: Usability and Technology Acceptance Study.JMIR human factors · 2023Trial
- The Effectiveness of GRADIOR: A Neuropsychological Rehabilitation Program for People with Mild Cognitive Impairment and Mild Dementia. Results of a Randomized Controlled Trial After 4 and 12 Months of Treatment.Journal of Alzheimer's disease : JAD · 2022Trial
- The effects of virtual reality training on clinical indices and brain mapping of women with patellofemoral pain: a randomized clinical trial.BMC musculoskeletal disorders · 2021Trial
- User-Centered Design and Evaluation of a "Lehuo Pingpang" Exergame for Older Adults With Mild Cognitive Impairment: Cross-Sectional Convergent Mixed Methods Study.JMIR serious games · 2026Article
- Development of a digitalised complex intervention to promote activity of older people in rural areas: study protocol of a feasibility study.Pilot and feasibility studies · 2026Article
- Quantifying Slowness in Parkinson Disease Using a Serious Game: Cross-Sectional Study.JMIR serious games · 2026Article
- Optimizing cognitive functions in healthy older adults: a network meta-analysis of dual- and single-task interventions.GeroScience · 2026Review
- Physical and Physiological Characterization of Custom-Made Virtual Reality Exergames: A Pilot Study.Sports (Basel, Switzerland) · 2025Article
- Active Video Games Training for Older Adults: Comparative Study of User Experience, Workload, Pleasure, and Intensity.JMIR serious games · 2025Article
- A Full-Body IMU-Based Motion Dataset of Daily Tasks by Older and Younger Adults.Scientific data · 2025Article
- The Effect of Physical Exercise on Patients With Mild Cognitive Impairment: A Scoping Review.Cureus · 2024Article
- A Review of Recent Advances in Cognitive-Motor Dual-Tasking for Parkinson's Disease Rehabilitation.Sensors (Basel, Switzerland) · 2024Review
- Player Experience Evaluation in Game-Based Systems for Older Adults.Sensors (Basel, Switzerland) · 2024Article
Corrections and comments
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Authors and funding
5 authors.
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No grant is acknowledged in the PubMed record.
Abstract
backgroundAging 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.
methodsTwenty-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.
resultsResults 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 (
conclusionsThe 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.
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