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Does a novel exergame challenge balance and activate muscles more than existing off-the-shelf exergames?

BACKGROUND: Novel balance-targeting exergames controlled with off-the-shelf hardware, were developed based on current recommendations for balance training in healthy older adults and documented shortcomings of existing games. The aim of this study was to explore the feasibility of these novel exerga...

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Autores principales: Willaert, Jente, De Vries, Aijse Willem, Tavernier, Julie, Van Dieen, Jaap H., Jonkers, Ilse, Verschueren, Sabine
Formato: Online Artículo Texto
Lenguaje:English
Publicado: BioMed Central 2020
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6961365/
https://www.ncbi.nlm.nih.gov/pubmed/31941518
http://dx.doi.org/10.1186/s12984-019-0628-3
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author Willaert, Jente
De Vries, Aijse Willem
Tavernier, Julie
Van Dieen, Jaap H.
Jonkers, Ilse
Verschueren, Sabine
author_facet Willaert, Jente
De Vries, Aijse Willem
Tavernier, Julie
Van Dieen, Jaap H.
Jonkers, Ilse
Verschueren, Sabine
author_sort Willaert, Jente
collection PubMed
description BACKGROUND: Novel balance-targeting exergames controlled with off-the-shelf hardware, were developed based on current recommendations for balance training in healthy older adults and documented shortcomings of existing games. The aim of this study was to explore the feasibility of these novel exergames as training tool for elderly and, more specifically whether these games can elicit more challenging weight shifts and higher levels of muscle activity compared to existing off-the-shelf exergames. Furthermore, the motivational pull in these new games was studied. METHODS: Sixteen healthy older adults were recruited to play the novel games and two reference games that were found to be the most challenging ones in terms of weight shifts or muscle activity in previous studies. Weight shifts were expressed relative to participants’ Functional Limits of Stability (FLOS). Muscular challenge of the games was quantified by dividing the signal into 200 ms blocks and determining the average muscle activity within these blocks. The muscle activity was normalized to maximal voluntary contractions (MVC) to categorize the blocks in zones of < 40, 40–60, 60–80 and > 80% MVC. Subsequently, the number of blocks per intensity level and the number of consecutive blocks above 40% were determined. Motivation to play the games was assessed using the Intrinsic Motivation Inventory (IMI) and scores between the games were analyzed using Generalized Estimated Equations (GEE). RESULTS: The novel exergames successfully elicited center of mass (COM) displacements with medians of around 80% of FLOS or higher for all directions. Furthermore, the COM displacements in the novel games were larger for each direction than in the reference games, although for one game the sideward left direction reached significance only at the third trial. Compared to the existing games, longer blocks of muscle activation above 40% MVC were found, but overall intensity remained low. IMI scores were high on all subscales, indicating that older adults experienced the games as motivating. CONCLUSION: We conclude that affordable hardware can be used to create challenging and enjoyable balance training programs using exergames. The exergames that were successful in eliciting challenging weight shifts and muscle activity should now be further studied in longitudinal randomized controlled interventions, to assess effects on balance, muscle strength and eventually fall risk in healthy older adults.
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spelling pubmed-69613652020-01-17 Does a novel exergame challenge balance and activate muscles more than existing off-the-shelf exergames? Willaert, Jente De Vries, Aijse Willem Tavernier, Julie Van Dieen, Jaap H. Jonkers, Ilse Verschueren, Sabine J Neuroeng Rehabil Research BACKGROUND: Novel balance-targeting exergames controlled with off-the-shelf hardware, were developed based on current recommendations for balance training in healthy older adults and documented shortcomings of existing games. The aim of this study was to explore the feasibility of these novel exergames as training tool for elderly and, more specifically whether these games can elicit more challenging weight shifts and higher levels of muscle activity compared to existing off-the-shelf exergames. Furthermore, the motivational pull in these new games was studied. METHODS: Sixteen healthy older adults were recruited to play the novel games and two reference games that were found to be the most challenging ones in terms of weight shifts or muscle activity in previous studies. Weight shifts were expressed relative to participants’ Functional Limits of Stability (FLOS). Muscular challenge of the games was quantified by dividing the signal into 200 ms blocks and determining the average muscle activity within these blocks. The muscle activity was normalized to maximal voluntary contractions (MVC) to categorize the blocks in zones of < 40, 40–60, 60–80 and > 80% MVC. Subsequently, the number of blocks per intensity level and the number of consecutive blocks above 40% were determined. Motivation to play the games was assessed using the Intrinsic Motivation Inventory (IMI) and scores between the games were analyzed using Generalized Estimated Equations (GEE). RESULTS: The novel exergames successfully elicited center of mass (COM) displacements with medians of around 80% of FLOS or higher for all directions. Furthermore, the COM displacements in the novel games were larger for each direction than in the reference games, although for one game the sideward left direction reached significance only at the third trial. Compared to the existing games, longer blocks of muscle activation above 40% MVC were found, but overall intensity remained low. IMI scores were high on all subscales, indicating that older adults experienced the games as motivating. CONCLUSION: We conclude that affordable hardware can be used to create challenging and enjoyable balance training programs using exergames. The exergames that were successful in eliciting challenging weight shifts and muscle activity should now be further studied in longitudinal randomized controlled interventions, to assess effects on balance, muscle strength and eventually fall risk in healthy older adults. BioMed Central 2020-01-15 /pmc/articles/PMC6961365/ /pubmed/31941518 http://dx.doi.org/10.1186/s12984-019-0628-3 Text en © The Author(s). 2020 Open AccessThis article is distributed under the terms of the Creative Commons Attribution 4.0 International License (http://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license, and indicate if changes were made. The Creative Commons Public Domain Dedication waiver (http://creativecommons.org/publicdomain/zero/1.0/) applies to the data made available in this article, unless otherwise stated.
spellingShingle Research
Willaert, Jente
De Vries, Aijse Willem
Tavernier, Julie
Van Dieen, Jaap H.
Jonkers, Ilse
Verschueren, Sabine
Does a novel exergame challenge balance and activate muscles more than existing off-the-shelf exergames?
title Does a novel exergame challenge balance and activate muscles more than existing off-the-shelf exergames?
title_full Does a novel exergame challenge balance and activate muscles more than existing off-the-shelf exergames?
title_fullStr Does a novel exergame challenge balance and activate muscles more than existing off-the-shelf exergames?
title_full_unstemmed Does a novel exergame challenge balance and activate muscles more than existing off-the-shelf exergames?
title_short Does a novel exergame challenge balance and activate muscles more than existing off-the-shelf exergames?
title_sort does a novel exergame challenge balance and activate muscles more than existing off-the-shelf exergames?
topic Research
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6961365/
https://www.ncbi.nlm.nih.gov/pubmed/31941518
http://dx.doi.org/10.1186/s12984-019-0628-3
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