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The association between visual attention and body movement-controlled video games, balance and mobility in older adults
BACKGROUND: Body movement-controlled video games involving physical motion and visual attention may have the potential to train both abilities simultaneously. Our purpose was to determine the associations between performance in these games and visual attention, balance and mobility in a group of old...
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Formato: | Online Artículo Texto |
Lenguaje: | English |
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BioMed Central
2021
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8247204/ https://www.ncbi.nlm.nih.gov/pubmed/34193074 http://dx.doi.org/10.1186/s12877-021-02358-9 |
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author | Alghamdi, Mansour Vallis, Lori Ann Leat, Susan Jennifer |
author_facet | Alghamdi, Mansour Vallis, Lori Ann Leat, Susan Jennifer |
author_sort | Alghamdi, Mansour |
collection | PubMed |
description | BACKGROUND: Body movement-controlled video games involving physical motion and visual attention may have the potential to train both abilities simultaneously. Our purpose was to determine the associations between performance in these games and visual attention, balance and mobility in a group of older adults. The long-term goal is to identify the optimal type of interactive games with regards to training potential. METHODS: Fifty healthy adults aged 65+ years participated in this cross-sectional study. Visual attention was measured with static and dynamic versions of a useful field of view (UFV) and a multiple object tracking (MOT) test. Balance was measured with a force plate in bi-pedal quiet stance test (QST) and one-legged stance (OLST). Gait variability and walking speed were assessed with the Five Meter Walk Test (5MWT). Four Microsoft™ Xbox® 360 Kinect™ interactive video games were chosen based on the apparent levels of visual attention demand. RESULTS: Visual attention (UFV and MOT) was significantly associated with performance in Xbox® Kinect™ games that appeared to have a high visual attention demand (p < 0.05), while there was minimal or no significant association with games with apparent low visual attention demand. Balance and mobility show correlations with visual attention, and with Xbox games. CONCLUSION: The results suggest that there are relationships between visual attention, balance, mobility and Xbox® Kinect™ game performance. Since different Xbox® games were associated with different balance, mobility and visual attention scores, a variety of such games, rather than a single game, may be most effective for training for falls prevention. |
format | Online Article Text |
id | pubmed-8247204 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2021 |
publisher | BioMed Central |
record_format | MEDLINE/PubMed |
spelling | pubmed-82472042021-07-06 The association between visual attention and body movement-controlled video games, balance and mobility in older adults Alghamdi, Mansour Vallis, Lori Ann Leat, Susan Jennifer BMC Geriatr Research BACKGROUND: Body movement-controlled video games involving physical motion and visual attention may have the potential to train both abilities simultaneously. Our purpose was to determine the associations between performance in these games and visual attention, balance and mobility in a group of older adults. The long-term goal is to identify the optimal type of interactive games with regards to training potential. METHODS: Fifty healthy adults aged 65+ years participated in this cross-sectional study. Visual attention was measured with static and dynamic versions of a useful field of view (UFV) and a multiple object tracking (MOT) test. Balance was measured with a force plate in bi-pedal quiet stance test (QST) and one-legged stance (OLST). Gait variability and walking speed were assessed with the Five Meter Walk Test (5MWT). Four Microsoft™ Xbox® 360 Kinect™ interactive video games were chosen based on the apparent levels of visual attention demand. RESULTS: Visual attention (UFV and MOT) was significantly associated with performance in Xbox® Kinect™ games that appeared to have a high visual attention demand (p < 0.05), while there was minimal or no significant association with games with apparent low visual attention demand. Balance and mobility show correlations with visual attention, and with Xbox games. CONCLUSION: The results suggest that there are relationships between visual attention, balance, mobility and Xbox® Kinect™ game performance. Since different Xbox® games were associated with different balance, mobility and visual attention scores, a variety of such games, rather than a single game, may be most effective for training for falls prevention. BioMed Central 2021-06-30 /pmc/articles/PMC8247204/ /pubmed/34193074 http://dx.doi.org/10.1186/s12877-021-02358-9 Text en © The Author(s) 2021 https://creativecommons.org/licenses/by/4.0/Open AccessThis article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/ (https://creativecommons.org/licenses/by/4.0/) . The Creative Commons Public Domain Dedication waiver (http://creativecommons.org/publicdomain/zero/1.0/ (https://creativecommons.org/publicdomain/zero/1.0/) ) applies to the data made available in this article, unless otherwise stated in a credit line to the data. |
spellingShingle | Research Alghamdi, Mansour Vallis, Lori Ann Leat, Susan Jennifer The association between visual attention and body movement-controlled video games, balance and mobility in older adults |
title | The association between visual attention and body movement-controlled video games, balance and mobility in older adults |
title_full | The association between visual attention and body movement-controlled video games, balance and mobility in older adults |
title_fullStr | The association between visual attention and body movement-controlled video games, balance and mobility in older adults |
title_full_unstemmed | The association between visual attention and body movement-controlled video games, balance and mobility in older adults |
title_short | The association between visual attention and body movement-controlled video games, balance and mobility in older adults |
title_sort | association between visual attention and body movement-controlled video games, balance and mobility in older adults |
topic | Research |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8247204/ https://www.ncbi.nlm.nih.gov/pubmed/34193074 http://dx.doi.org/10.1186/s12877-021-02358-9 |
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