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A usability study of a multicomponent video game-based training for older adults.
Eur Rev Aging Phys Act. 2020; 17:3.ER

Abstract

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.

Authors+Show Affiliations

1Department of Health Sciences and Technology, Institute of Human Movement Sciences and Sport, ETH Zurich, Leopold-Ruzicka-Weg 4, 8093 Zurich, Switzerland.1Department of Health Sciences and Technology, Institute of Human Movement Sciences and Sport, ETH Zurich, Leopold-Ruzicka-Weg 4, 8093 Zurich, Switzerland.1Department of Health Sciences and Technology, Institute of Human Movement Sciences and Sport, ETH Zurich, Leopold-Ruzicka-Weg 4, 8093 Zurich, Switzerland.1Department of Health Sciences and Technology, Institute of Human Movement Sciences and Sport, ETH Zurich, Leopold-Ruzicka-Weg 4, 8093 Zurich, Switzerland.1Department of Health Sciences and Technology, Institute of Human Movement Sciences and Sport, ETH Zurich, Leopold-Ruzicka-Weg 4, 8093 Zurich, Switzerland. 2Department of Neurobiology, Care Sciences and Society, Karolinska Institute, Alfred Nobels Alle 23, 14183 Huddinge, Sweden.

Pub Type(s)

Journal Article

Language

eng

PubMed ID

31938075

Citation

Adcock, Manuela, et al. "A Usability Study of a Multicomponent Video Game-based Training for Older Adults." European Review of Aging and Physical Activity : Official Journal of the European Group for Research Into Elderly and Physical Activity, vol. 17, 2020, p. 3.
Adcock M, Sonder F, Schättin A, et al. A usability study of a multicomponent video game-based training for older adults. Eur Rev Aging Phys Act. 2020;17:3.
Adcock, M., Sonder, F., Schättin, A., Gennaro, F., & de Bruin, E. D. (2020). A usability study of a multicomponent video game-based training for older adults. European Review of Aging and Physical Activity : Official Journal of the European Group for Research Into Elderly and Physical Activity, 17, 3. https://doi.org/10.1186/s11556-019-0233-2
Adcock M, et al. A Usability Study of a Multicomponent Video Game-based Training for Older Adults. Eur Rev Aging Phys Act. 2020;17:3. PubMed PMID: 31938075.
* Article titles in AMA citation format should be in sentence-case
TY - JOUR T1 - A usability study of a multicomponent video game-based training for older adults. AU - Adcock,Manuela, AU - Sonder,Floriana, AU - Schättin,Alexandra, AU - Gennaro,Federico, AU - de Bruin,Eling D, Y1 - 2020/01/11/ PY - 2019/06/13/received PY - 2019/12/19/accepted PY - 2020/1/16/entrez PY - 2020/1/16/pubmed PY - 2020/1/16/medline KW - Elderly KW - Exergame KW - Fall prevention KW - Game experience KW - Healthy aging KW - Older adults KW - Physical-cognitive intervention KW - Usability SP - 3 EP - 3 JF - European review of aging and physical activity : official journal of the European Group for Research into Elderly and Physical Activity JO - Eur Rev Aging Phys Act VL - 17 N2 - 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. SN - 1813-7253 UR - https://www.unboundmedicine.com/medline/citation/31938075/A_usability_study_of_a_multicomponent_video_game_based_training_for_older_adults_ L2 - https://eurapa.biomedcentral.com/articles/10.1186/s11556-019-0233-2 DB - PRIME DP - Unbound Medicine ER -
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