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A Perspective on Implementation of Technology-Driven Exergames for Adults as Telerehabilitation Services
A major concern of public health authorities is to also encourage adults to be exposed to enriched environments (sensory and cognitive-motor activity) during the pandemic lockdown, as was recently the case worldwide during the COVID-19 outbreak. Games for adults that require physical activity, known...
Autores principales: | , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Frontiers Media S.A.
2022
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8968106/ https://www.ncbi.nlm.nih.gov/pubmed/35369192 http://dx.doi.org/10.3389/fpsyg.2022.840863 |
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author | Meulenberg, Cécil J. W. de Bruin, Eling D. Marusic, Uros |
author_facet | Meulenberg, Cécil J. W. de Bruin, Eling D. Marusic, Uros |
author_sort | Meulenberg, Cécil J. W. |
collection | PubMed |
description | A major concern of public health authorities is to also encourage adults to be exposed to enriched environments (sensory and cognitive-motor activity) during the pandemic lockdown, as was recently the case worldwide during the COVID-19 outbreak. Games for adults that require physical activity, known as exergames, offer opportunities here. In particular, the output of the gaming industry nowadays offers computer games with extended reality (XR) which combines real and virtual environments and refers to human-machine interactions generated by computers and wearable technologies. For example, playing the game in front of a computer screen while standing or walking on a force plate or treadmill allows the user to react to certain infrastructural changes and obstacles within the virtual environment. Recent developments, optimization, and minimizations in wearable technology have produced wireless headsets and sensors that allow for unrestricted whole-body movement. This makes the virtual experience more immersive and provides the opportunity for greater engagement than traditional exercise. Currently, XR serves as an umbrella term for current immersive technologies as well as future realities that enhance the experience with features that produce new controllable environments. Overall, these technology-enhanced exergames challenge the adult user and modify the experience by increasing sensory stimulation and creating an environment where virtual and real elements interact. As a therapy, exergames can potentially create new environments and visualizations that may be more ecologically valid and thus simulate real activities of daily living that can be trained. Furthermore, by adding telemedicine features to the exergame, progress over time can be closely monitored and feedback provided, offering future opportunities for cognitive-motor assessment. To more optimally serve and challenge adults both physically and cognitively over time in future lockdowns, there is a need to provide long-term remote training and feedback. Particularly related to activities of daily living that create opportunities for effective and lasting rehabilitation for elderly and sufferers from chronic non-communicable diseases (CNDs). The aim of the current review is to envision the remote training and monitoring of physical and cognitive aspects for adults with limited mobility (due to disability, disease, or age), through the implementation of concurrent telehealth and exergame features using XR and wireless sensor technologies. |
format | Online Article Text |
id | pubmed-8968106 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2022 |
publisher | Frontiers Media S.A. |
record_format | MEDLINE/PubMed |
spelling | pubmed-89681062022-04-01 A Perspective on Implementation of Technology-Driven Exergames for Adults as Telerehabilitation Services Meulenberg, Cécil J. W. de Bruin, Eling D. Marusic, Uros Front Psychol Psychology A major concern of public health authorities is to also encourage adults to be exposed to enriched environments (sensory and cognitive-motor activity) during the pandemic lockdown, as was recently the case worldwide during the COVID-19 outbreak. Games for adults that require physical activity, known as exergames, offer opportunities here. In particular, the output of the gaming industry nowadays offers computer games with extended reality (XR) which combines real and virtual environments and refers to human-machine interactions generated by computers and wearable technologies. For example, playing the game in front of a computer screen while standing or walking on a force plate or treadmill allows the user to react to certain infrastructural changes and obstacles within the virtual environment. Recent developments, optimization, and minimizations in wearable technology have produced wireless headsets and sensors that allow for unrestricted whole-body movement. This makes the virtual experience more immersive and provides the opportunity for greater engagement than traditional exercise. Currently, XR serves as an umbrella term for current immersive technologies as well as future realities that enhance the experience with features that produce new controllable environments. Overall, these technology-enhanced exergames challenge the adult user and modify the experience by increasing sensory stimulation and creating an environment where virtual and real elements interact. As a therapy, exergames can potentially create new environments and visualizations that may be more ecologically valid and thus simulate real activities of daily living that can be trained. Furthermore, by adding telemedicine features to the exergame, progress over time can be closely monitored and feedback provided, offering future opportunities for cognitive-motor assessment. To more optimally serve and challenge adults both physically and cognitively over time in future lockdowns, there is a need to provide long-term remote training and feedback. Particularly related to activities of daily living that create opportunities for effective and lasting rehabilitation for elderly and sufferers from chronic non-communicable diseases (CNDs). The aim of the current review is to envision the remote training and monitoring of physical and cognitive aspects for adults with limited mobility (due to disability, disease, or age), through the implementation of concurrent telehealth and exergame features using XR and wireless sensor technologies. Frontiers Media S.A. 2022-03-17 /pmc/articles/PMC8968106/ /pubmed/35369192 http://dx.doi.org/10.3389/fpsyg.2022.840863 Text en Copyright © 2022 Meulenberg, de Bruin and Marusic. 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 | Psychology Meulenberg, Cécil J. W. de Bruin, Eling D. Marusic, Uros A Perspective on Implementation of Technology-Driven Exergames for Adults as Telerehabilitation Services |
title | A Perspective on Implementation of Technology-Driven Exergames for Adults as Telerehabilitation Services |
title_full | A Perspective on Implementation of Technology-Driven Exergames for Adults as Telerehabilitation Services |
title_fullStr | A Perspective on Implementation of Technology-Driven Exergames for Adults as Telerehabilitation Services |
title_full_unstemmed | A Perspective on Implementation of Technology-Driven Exergames for Adults as Telerehabilitation Services |
title_short | A Perspective on Implementation of Technology-Driven Exergames for Adults as Telerehabilitation Services |
title_sort | perspective on implementation of technology-driven exergames for adults as telerehabilitation services |
topic | Psychology |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8968106/ https://www.ncbi.nlm.nih.gov/pubmed/35369192 http://dx.doi.org/10.3389/fpsyg.2022.840863 |
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