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Efficacy of interactive video gaming in older adults with memory complaints: A cluster-randomized exercise intervention
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...
Autores principales: | , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
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Public Library of Science
2021
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8148311/ https://www.ncbi.nlm.nih.gov/pubmed/34032799 http://dx.doi.org/10.1371/journal.pone.0252016 |
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author | Ramnath, Udhir Rauch, Laurie Lambert, Estelle Victoria Kolbe-Alexander, Tracy |
author_facet | Ramnath, Udhir Rauch, Laurie Lambert, Estelle Victoria Kolbe-Alexander, Tracy |
author_sort | Ramnath, Udhir |
collection | PubMed |
description | 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. TRIAL REGISTRATION: Pan African Clinical Trial Registry—PACTR202008547335106. |
format | Online Article Text |
id | pubmed-8148311 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2021 |
publisher | Public Library of Science |
record_format | MEDLINE/PubMed |
spelling | pubmed-81483112021-06-07 Efficacy of interactive video gaming in older adults with memory complaints: A cluster-randomized exercise intervention Ramnath, Udhir Rauch, Laurie Lambert, Estelle Victoria Kolbe-Alexander, Tracy PLoS One Research Article 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. TRIAL REGISTRATION: Pan African Clinical Trial Registry—PACTR202008547335106. Public Library of Science 2021-05-25 /pmc/articles/PMC8148311/ /pubmed/34032799 http://dx.doi.org/10.1371/journal.pone.0252016 Text en © 2021 Ramnath et al https://creativecommons.org/licenses/by/4.0/This is an open access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/) , which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited. |
spellingShingle | Research Article Ramnath, Udhir Rauch, Laurie Lambert, Estelle Victoria Kolbe-Alexander, Tracy Efficacy of interactive video gaming in older adults with memory complaints: A cluster-randomized exercise intervention |
title | Efficacy of interactive video gaming in older adults with memory complaints: A cluster-randomized exercise intervention |
title_full | Efficacy of interactive video gaming in older adults with memory complaints: A cluster-randomized exercise intervention |
title_fullStr | Efficacy of interactive video gaming in older adults with memory complaints: A cluster-randomized exercise intervention |
title_full_unstemmed | Efficacy of interactive video gaming in older adults with memory complaints: A cluster-randomized exercise intervention |
title_short | Efficacy of interactive video gaming in older adults with memory complaints: A cluster-randomized exercise intervention |
title_sort | efficacy of interactive video gaming in older adults with memory complaints: a cluster-randomized exercise intervention |
topic | Research Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8148311/ https://www.ncbi.nlm.nih.gov/pubmed/34032799 http://dx.doi.org/10.1371/journal.pone.0252016 |
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