Evidence map›Paper›PMID 41042982›Full record

ArticleJMIR serious games2025

The Impact of Active Augmented Reality Games on Physical Activity and Cognition Among Older Adults: Feasibility Study.

Amy Shirong Lu, Bhagyashree Parkar, Shiveshchandra Gupta, Sierra Hall, Dominika M Pindus, Arthur F Kramer

Abstract read
In one paragraph

Article in JMIR serious games, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 2 papers.

0numbers the graph read from it
0cells of the map it votes in
2citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

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.

2 · The registry

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.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

2 citing papers in PubMed.

  1. Article
  2. Article
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

6 authors.

Amy Shirong LuHealth Technology Lab, Department of Communication Studies, College of Arts, Media, and Design, Department of Public Health Science and Health Sciences, Bouvé College of Health Sciences, Northeastern University, 360 Huntington Ave 212A Lake Hall, Boston, MA, 02115, United States, 1 6173737839.ORCID http://orcid.org/0000-0002-8230-9049
Bhagyashree ParkarHealth Technology Lab, Department of Communication Studies, College of Arts, Media, and Design, Department of Public Health Science and Health Sciences, Bouvé College of Health Sciences, Northeastern University, 360 Huntington Ave 212A Lake Hall, Boston, MA, 02115, United States, 1 6173737839.ORCID http://orcid.org/0009-0009-4917-6465
Shiveshchandra GuptaHealth Technology Lab, Department of Communication Studies, College of Arts, Media, and Design, Department of Public Health Science and Health Sciences, Bouvé College of Health Sciences, Northeastern University, 360 Huntington Ave 212A Lake Hall, Boston, MA, 02115, United States, 1 6173737839.ORCID http://orcid.org/0009-0007-4710-9862
Sierra HallHealth Technology Lab, Department of Communication Studies, College of Arts, Media, and Design, Department of Public Health Science and Health Sciences, Bouvé College of Health Sciences, Northeastern University, 360 Huntington Ave 212A Lake Hall, Boston, MA, 02115, United States, 1 6173737839.ORCID http://orcid.org/0009-0001-5050-4755
Dominika M PindusDepartment of Kinesiology and Community Health, Institute of Applied Life Sciences, University of Massachusetts Amherst, Amherst, MA, United States.ORCID http://orcid.org/0000-0001-7288-7921
Arthur F KramerBeckman Institute for Advanced Science and Technology, University of Illinois, Urbana, IL, United States.ORCID http://orcid.org/0000-0001-5870-2724

Funding

The Narrative Effect of Active Video Games on Long-term Moderate-to-Vigorous Physical ActivityR01DK109316 · NIDDK · NORTHEASTERN UNIVERSITY · PI LU, AMY SHIRONG · 2016 to 2020
$3.2M
NIDDK NIH HHS R01 DK109316
6 · The paper itself

Abstract

Background: Physical activity (PA) enhances physical health as well as cognitive and brain health, yet motivating older adults to initiate and sustain PA remains challenging, a difficulty exacerbated by the COVID-19 pandemic. Active augmented reality (AAR) games, integrating digital gameplay with real-world physical movement, provide an enjoyable and accessible means for PA promotion among older adults in independent living environments, mitigating barriers such as poor weather and unfavorable neighborhood environments. However, limited research has explored the feasibility and impact of AAR interventions in this population. Objective: This feasibility study examines the acceptability, safety, and preliminary effects of AAR games to enhance PA levels and cognitive functions among older adults, as well as their user experiences. We also examined the practicality of home-based AAR gameplay using minimal equipment and constrained physical space. Methods: Sixteen independent-living older adults aged 65-85 years (mean 74.6, SD 3.73) participated in a single-session AAR intervention using the Active Arcade game set by playing four 10-minute AAR games. PA levels were assessed using ActiGraph wGT3x-bt accelerometers and Polar H10 heart rate monitors. Cognitive function was evaluated pre- and post-gameplay using NIH Toolbox's visual reasoning test and Flanker inhibitory control and attention tests. Surveys of PA intention and motivation as well as the gaming experience questionnaire, along with semistructured interviews, were conducted afterwards, providing both quantitative and qualitative insights into the feasibility and appeal of AAR gameplay from the target population. Results: All participants completed the study protocol without adverse events, demonstrating high feasibility and acceptability. Participants engaged in moderate-to-vigorous PA during 20%-30% of the gameplay, as measured by accelerometers and heart rate monitors. Of the 16 participants, 7 were taking beta blockers. The mean values of average %HRMax suggest that those not on beta blockers generally met the moderate-intensity threshold, whereas those on beta blockers tended to fall slightly below it. Cognitive assessments revealed significant improvements in visual reasoning postintervention, with the effect sustained after adjustment for age and education (P=.03), suggesting potential cognitive benefits from a single bout of AAR gameplay. Survey responses indicated high levels of PA intention (mean 4.15/5, SD 0.59), motivation (mean 5.67/7, SD 1.24), high positive affect (mean 4.35/5, SD 0.80), and low negative affect (mean 1.30/5, SD 0.46) associated with AAR gameplay. Around 75% of gameplay occurred within a 4×4 ft area (mean 29.77/40 min, SD 2.46), indicating suitability for home environments. Thematically analyzed interview feedback emphasized participants' enjoyment, ease of use, desire for progressive difficulty, and the need to cater to diverse physical abilities and individual preferences. Conclusions: AAR games are a feasible, accessible, and enjoyable alternative for PA and cognitive engagement among older adults. Future research should investigate the long-term effects, sustainability, and broader applicability of AAR interventions to fully realize their potential in aging populations.

Indexed as

AARactive augmented realityactive video gamesAVGcognitive functionfeasibility studyhealth technologyolder adultsPAphysical activity

Identifiers

PMID41042982
PMCPMC12494185

What OpenQuestion holds

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LicenceCC BY
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Registered trials

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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.