The effects of a new immersive multidomain training on cognitive, dual-task and physical functions in older adults

被引:9
作者
Beraud-Peigne, Neva [1 ,2 ]
Maillot, Pauline [2 ]
Perrot, Alexandra [1 ]
机构
[1] Univ Paris Saclay, CIAMS, Orsay, France
[2] Univ Paris Cite, I3SP, Paris, France
基金
英国科研创新办公室;
关键词
Exergames; Physical activity; Healthy aging; Cognition; Cognitive-motor training; Dual-task;
D O I
10.1007/s11357-023-00952-w
中图分类号
R592 [老年病学]; C [社会科学总论];
学科分类号
03 ; 0303 ; 100203 ;
摘要
The aim of this study was to assess the potential of multidomain training using Immersive and Interactive Wall Exergames (I2WE) to improve the cognitive and physical functions of older adults. This new generation of exergames offers specific advantageous characteristics (e.g., immersion, virtual cognitive solicitation, high physical stimulation, complex motor skills, multiple social interactions) that could make I2WE an enjoyable multidomain training medium for older adults. A pilot study was set up with 34 participants (M = 69.91 years old). It used the pre-tests - training (3 months, 2 one-hour sessions per week for the 2 groups) - post-tests method to compare: a) the cognitive and the Dual-Task (DT) effects (primary outcomes), b) the physical effects and perceived pleasure (secondary outcomes) between an experimental group following an I2WE program (n = 19) to an active control group performing a Walking and Muscle-Strengthening (WMS) program (n = 15). While visuospatial short-term memory was improved for both groups, only I2WE training enhanced visuospatial working memory, inhibition, and DT. All physical functions, except upper body strength, were enhanced for the 2 groups. The perceived pleasure was higher for the I2WE group than the WMS group. The results of this first study have important clinical implications, showing that I2WE can optimize strategies to improve older adults' physical and cognitive health. Virtual and immersive cognitive stimulation combined with varied physical activity (i.e., aerobic, muscle-strengthening, complex motor skills) appear to be major assets of these new exergames. Moreover, the high level of perceived pleasure to I2WE makes it a promising tool for engaging older adults in sustained multidomain practice.
引用
收藏
页码:1825 / 1841
页数:17
相关论文
共 82 条
  • [1] Achtman RL, 2008, RESTOR NEUROL NEUROS, V26, P435
  • [2] A study of action planning in patients with Alzheimer's disease using the zoo map test.
    Allain, P.
    Chaudet, H.
    Nicoleau, S.
    Etcharry-Bouyx, F.
    Barre, J.
    Dubas, F.
    Berrut, G.
    Le Gall, D.
    [J]. REVUE NEUROLOGIQUE, 2007, 163 (02) : 222 - 230
  • [3] The Aerobic and Cognitive Exercise Study (ACES) for Community-Dwelling Older Adults With or At-Risk for Mild Cognitive Impairment (MCI): Neuropsychological, Neurobiological and Neuroimaging Outcomes of a Randomized Clinical Trial
    Anderson-Hanley, Cay
    Barcelos, Nicole M.
    Zimmerman, Earl A.
    Gillen, Robert W.
    Dunnam, Mina
    Cohen, Brian D.
    Yerokhin, Vadim
    Miller, Kenneth E.
    Hayes, David J.
    Arciero, Paul J.
    Maloney, Molly
    Kramer, Arthur F.
    [J]. FRONTIERS IN AGING NEUROSCIENCE, 2018, 10
  • [4] Neuropsychological Benefits of Neuro-Exergaming for Older Adults: A Pilot Study of an Interactive Physical and Cognitive Exercise System (iPACES)
    Anderson-Hanley, Cay
    Maloney, Molly
    Barcelos, Nicole
    Striegnitz, Kristina
    Kramer, Arthur
    [J]. JOURNAL OF AGING AND PHYSICAL ACTIVITY, 2017, 25 (01) : 73 - 83
  • [5] A Bowling Exergame to Improve Functional Capacity in Older Adults: Co-Design, Development, and Testing to Compare the Progress of Playing Alone Versus Playing With Peers
    Andrade Da Silva Junior, Jorge Luiz
    Biduski, Daiana
    Bellei, Ericles Andrei
    Cemin Becker, Osvaldo Henrique
    Daroit, Luciane
    Pasqualotti, Adriano
    Tourinho Filho, Hugo
    Bertoletti De Marchi, Ana Carolina
    [J]. JMIR SERIOUS GAMES, 2021, 9 (01):
  • [6] [Anonymous], 2012, ACSM's resource manualfor guidelinesfor exercise testing andprescription
  • [7] Audiffren M., 2011, Revue de Neuropsychologie, V3, P207, DOI DOI 10.3917/RNE.034.0207
  • [8] Validation of the QAPPA, a new tool for assessing physical activity among French-speaking elderly
    Barreto, P. de Souto
    Ferrandez, A. -M.
    Saliba-Serre, B.
    [J]. SCIENCE & SPORTS, 2011, 26 (01) : 11 - 18
  • [9] Can Training in a Real-Time Strategy Video Game Attenuate Cognitive Decline in Older Adults?
    Basak, Chandramallika
    Boot, Walter R.
    Voss, Michelle W.
    Kramer, Arthur F.
    [J]. PSYCHOLOGY AND AGING, 2008, 23 (04) : 765 - 777
  • [10] Meta-Analysis of Action Video Game Impact on Perceptual, Attentional, and Cognitive Skills
    Bediou, Benoit
    Adams, Deanne M.
    Mayer, Richard E.
    Tipton, Elizabeth
    Green, C. Shawn
    Bavelier, Daphne
    [J]. PSYCHOLOGICAL BULLETIN, 2018, 144 (01) : 77 - 110