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Exergaming in older adults: the effects of game characteristics on brain activity and physical activity
INTRODUCTION: Exergames are increasingly used in rehabilitation settings for older adults to train physical and cognitive abilities. To meet the potential that exergames hold, they need to be adapted to the individual abilities of the player and their training objectives. Therefore, it is important...
Autores principales: | , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
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Frontiers Media S.A.
2023
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Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10196070/ https://www.ncbi.nlm.nih.gov/pubmed/37213536 http://dx.doi.org/10.3389/fnagi.2023.1143859 |
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author | Müller, Helen Baumeister, Jochen Bardal, Ellen Marie Vereijken, Beatrix Skjæret-Maroni, Nina |
author_facet | Müller, Helen Baumeister, Jochen Bardal, Ellen Marie Vereijken, Beatrix Skjæret-Maroni, Nina |
author_sort | Müller, Helen |
collection | PubMed |
description | INTRODUCTION: Exergames are increasingly used in rehabilitation settings for older adults to train physical and cognitive abilities. To meet the potential that exergames hold, they need to be adapted to the individual abilities of the player and their training objectives. Therefore, it is important to know whether and how game characteristics affect their playing. The aim of this study is to investigate the effect of two different kinds of exergame (step game and balance game) played at two difficulty levels on brain activity and physical activity. METHODS: Twenty-eight older independently living adults played two different exergames at two difficulty levels each. In addition, the same movements as during gaming (leaning sideways with feet in place and stepping sideways) were performed as reference movements. Brain activity was recorded using a 64-channel EEG system to assess brain activity, while physical activity was recorded using an accelerometer at the lower back and a heart rate sensor. Source-space analysis was applied to analyze the power spectral density in theta (4 Hz–7 Hz) and alpha-2 (10 Hz–12 Hz) frequency bands. Vector magnitude was applied to the acceleration data. RESULTS: Friedman ANOVA revealed significantly higher theta power for the exergaming conditions compared to the reference movement for both games. Alpha-2 power showed a more diverse pattern which might be attributed to task-specific conditions. Acceleration decreased significantly from the reference movement to the easy condition to the hard condition for both games. DISCUSSION: The results indicate that exergaming increases frontal theta activity irrespective of type of game or difficulty level, while physical activity decreases with increasing difficulty level. Heart rate was found to be an inappropriate measure in this population older adults. These findings contribute to understanding of how game characteristics affect physical and cognitive activity and consequently need to be taken into account when choosing appropriate games and game settings for exergame interventions. |
format | Online Article Text |
id | pubmed-10196070 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2023 |
publisher | Frontiers Media S.A. |
record_format | MEDLINE/PubMed |
spelling | pubmed-101960702023-05-20 Exergaming in older adults: the effects of game characteristics on brain activity and physical activity Müller, Helen Baumeister, Jochen Bardal, Ellen Marie Vereijken, Beatrix Skjæret-Maroni, Nina Front Aging Neurosci Aging Neuroscience INTRODUCTION: Exergames are increasingly used in rehabilitation settings for older adults to train physical and cognitive abilities. To meet the potential that exergames hold, they need to be adapted to the individual abilities of the player and their training objectives. Therefore, it is important to know whether and how game characteristics affect their playing. The aim of this study is to investigate the effect of two different kinds of exergame (step game and balance game) played at two difficulty levels on brain activity and physical activity. METHODS: Twenty-eight older independently living adults played two different exergames at two difficulty levels each. In addition, the same movements as during gaming (leaning sideways with feet in place and stepping sideways) were performed as reference movements. Brain activity was recorded using a 64-channel EEG system to assess brain activity, while physical activity was recorded using an accelerometer at the lower back and a heart rate sensor. Source-space analysis was applied to analyze the power spectral density in theta (4 Hz–7 Hz) and alpha-2 (10 Hz–12 Hz) frequency bands. Vector magnitude was applied to the acceleration data. RESULTS: Friedman ANOVA revealed significantly higher theta power for the exergaming conditions compared to the reference movement for both games. Alpha-2 power showed a more diverse pattern which might be attributed to task-specific conditions. Acceleration decreased significantly from the reference movement to the easy condition to the hard condition for both games. DISCUSSION: The results indicate that exergaming increases frontal theta activity irrespective of type of game or difficulty level, while physical activity decreases with increasing difficulty level. Heart rate was found to be an inappropriate measure in this population older adults. These findings contribute to understanding of how game characteristics affect physical and cognitive activity and consequently need to be taken into account when choosing appropriate games and game settings for exergame interventions. Frontiers Media S.A. 2023-05-05 /pmc/articles/PMC10196070/ /pubmed/37213536 http://dx.doi.org/10.3389/fnagi.2023.1143859 Text en Copyright © 2023 Müller, Baumeister, Bardal, Vereijken and Skjæret-Maroni. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms. |
spellingShingle | Aging Neuroscience Müller, Helen Baumeister, Jochen Bardal, Ellen Marie Vereijken, Beatrix Skjæret-Maroni, Nina Exergaming in older adults: the effects of game characteristics on brain activity and physical activity |
title | Exergaming in older adults: the effects of game characteristics on brain activity and physical activity |
title_full | Exergaming in older adults: the effects of game characteristics on brain activity and physical activity |
title_fullStr | Exergaming in older adults: the effects of game characteristics on brain activity and physical activity |
title_full_unstemmed | Exergaming in older adults: the effects of game characteristics on brain activity and physical activity |
title_short | Exergaming in older adults: the effects of game characteristics on brain activity and physical activity |
title_sort | exergaming in older adults: the effects of game characteristics on brain activity and physical activity |
topic | Aging Neuroscience |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10196070/ https://www.ncbi.nlm.nih.gov/pubmed/37213536 http://dx.doi.org/10.3389/fnagi.2023.1143859 |
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