Efficacy of interactive video gaming in older adults with memory complaints: A cluster-randomized exercise intervention
Article
Article Title | Efficacy of interactive video gaming in older adults with memory complaints: A cluster-randomized exercise intervention |
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ERA Journal ID | 39745 |
Article Category | Article |
Authors | Ramnath, Udhir (Author), Rauch, Laurie (Author), Lambert, Estelle Victoria (Author) and Kolbe-Alexander, Tracy (Author) |
Journal Title | PLoS One |
Journal Citation | 16 (5) |
Article Number | e0252016 |
Number of Pages | 20 |
Year | 2021 |
Publisher | Public Library of Science (PLoS) |
Place of Publication | United States |
ISSN | 1932-6203 |
Digital Object Identifier (DOI) | https://doi.org/10.1371/journal.pone.0252016 |
Web Address (URL) | https://journals.plos.org/plosone/article?id=10.1371/journal.pone.0252016 |
Abstract | Purpose: The effects of aging on physical and mental health may be ameliorated by regular participation in physical activity (PA). There is also evidence for the benefits of various training modalities on cognition and functional ability in older adults. The aim of this study was to compare effects of a 12-week active video gaming intervention (X Box Kinect Sports) to conventional multimodal supervised exercise on fitness, functional ability and cognitive performance in older adults with memory complaints. Methods: Participants (n = 45, 72±5 yrs.) were recruited from 6 retirement homes and cluster-randomized into the Interactive Video Gaming (IVG) group (N = 23) or Conventional Multimodal (CM) group (N = 22), meeting 2 x 1 hour sessions, weekly for 12 weeks. Pre-post measures included: 6 min walk, timed up and go, dynamic balance, functional reach, Mini-Mental State Examination, N-back Task and the Modified Stroop task. Results: The IVG group demonstrated significant improvement in the total number correct responses on the Stroop task (P = 0.028) and for average reaction time of correct colour-words (P = 0.024), compared to the CM group. Functional ability improved significantly in the IVG group, including the 6-min walk (P = 0.017), dynamic balance (P = 0.03), timed up and go (P<0.001) and functional reach (P<0.0010). Conclusion: An active interactive video gaming intervention was more effective than conventional multimodal exercise in improving executive and global cognitive performance and functional capacity in older adults with subjective memory complaints. |
Keywords | older adults, physical activity, cognitive function, active video gaming |
ANZSRC Field of Research 2020 | 420699. Public health not elsewhere classified |
Public Notes | Copyright: © 2021 Ramnath et al. This is an open access article distributed under the terms of the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited. |
Byline Affiliations | University of Cape Town, South Africa |
School of Health and Wellbeing | |
Institution of Origin | University of Southern Queensland |
https://research.usq.edu.au/item/q6593/efficacy-of-interactive-video-gaming-in-older-adults-with-memory-complaints-a-cluster-randomized-exercise-intervention
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Ramnath et al 2021_IVG in older adults with memory complaints_PlosOne.pdf | ||
License: CC BY 4.0 | ||
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