ArticleJMIR serious games2021
An Interactive Physical-Cognitive Game-Based Training System Using Kinect for Older Adults: Development and Usability Study.
Article in JMIR serious games, 2021. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 14 papers, 2 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.
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Who cites it
14 citing papers in PubMed, 2 syntheses or guidelines pooled it, 35 citations in OpenAlex.
- 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
- Integrating virtual reality and exergaming in cognitive rehabilitation of patients with Parkinson disease: a systematic review of randomized controlled trials.European journal of physical and rehabilitation medicine · 2022Pooled it
- Gaming-Based Tele-Exercise Program to Improve Physical Function in Frail Older Adults: Feasibility Randomized Controlled Trial.Journal of medical Internet research · 2024Trial
- Home-Based Multimodal Exergame Prototype for Patients With Chronic Stroke: Cross-Sectional Content Validation and Prospective Single-Arm Feasibility Study.JMIR serious games · 2026Article
- HRV-Based Multimodal Physiological Signal Monitoring Using Wearable Biosensors in Human-Computer Interaction: Cognitive Load in Real-Time Strategy Games.Sensors (Basel, Switzerland) · 2026Article
- Staying engaged: a scoping review of psychological and motivational drivers of adherence to technology-supported physical activity in older adults.European review of aging and physical activity : official journal of the European Group for Research into Elderly and Physical Activity · 2025Review
- The Effect of Young People-Assisted, Individualized, Motion-Based Video Games on Physical, Cognitive, and Social Frailty Among Community-Dwelling Older Adults With Frailty: Randomized Controlled Trial.JMIR serious games · 2024Article
- Home-based guidance training system with interactive visual feedback using kinect on stroke survivors with moderate to severe motor impairment.Journal of neuroengineering and rehabilitation · 2024Article
- Impact of AI-Powered Solutions in Rehabilitation Process: Recent Improvements and Future Trends.International journal of general medicine · 2024Review
- An Internet- and Kinect-Based Multiple Sclerosis Fitness Intervention Training With Pilates Exercises: Development and Usability Study.JMIR serious games · 2023Article
- The potential competency outcome of vigorous brain training game in the elderly: A systematic review.Health science reports · 2023Article
- Children's Influence on Their Parents' Satisfaction with Physical Activity in Nature: An Exploratory Study.International journal of environmental research and public health · 2023Article
- Development and initial validation of the German version of the Exergame Enjoyment Questionnaire (EEQ-G).PloS one · 2023Article
- Virtual Reality Game for Physical and Emotional Rehabilitation of Landmine Victims.Sensors (Basel, Switzerland) · 2022Article
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
4 authors at 1 institution in 1 country.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundDeclines in physical and cognitive functions are recognized as important risk factors for falls in older adults. Promising evidence suggests that interactive game-based systems that allow simultaneous physical and cognitive exercise are a potential approach to enhance exercise adherence and reduce fall risk in older adults. However, a limited number of studies have reported the development of a combined physical-cognitive game-based training system for fall risk reduction in older adults.
objectiveThe aim of this study is to develop and evaluate the usability of an interactive physical-cognitive game-based training system (game-based exercise) for older adults.
methodsIn the development phase (Part I), a game-based exercise prototype was created by integrating knowledge and a literature review as well as brainstorming with experts on effective fall prevention exercise for older adults. The output was a game-based exercise prototype that covers crucial physical and cognitive components related to falls. In the usability testing (Part II), 5 games (ie, Fruits Hunter, Where Am I?, Whack a Mole, Sky Falls, and Crossing Poison River) with three difficulty levels (ie, beginner, intermediate, and advanced levels) were tested in 5 older adults (mean age 70.40 years, SD 5.41 years). After completing the games, participants rated their enjoyment level while engaging with the games using the Physical Activity Enjoyment Scale (PACES) and commented on the games. Descriptive statistics were used to describe the participants' characteristics and PACES scores.
resultsThe results showed that the average PACES score was 123 out of 126 points overall and between 6.66 and 7.00 for each item, indicating a high level of enjoyment. Positive feedback, such as praise for the well-designed interactions and user-friendly interfaces, was also provided.
conclusionsThese findings suggest that it is promising to implement an interactive, physical-cognitive game-based exercise in older adults. The effectiveness of a game-based exercise program for fall risk reduction has yet to be determined.
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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.