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Hoffmann K, Wiemeyer J, Martin-Niedecken AL. Physical and motivational effects of Exergames in healthy adults-A scoping review. PLoS One 2025; 20:e0312287. [PMID: 39919038 DOI: 10.1371/journal.pone.0312287] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/25/2024] [Accepted: 10/03/2024] [Indexed: 02/09/2025] Open
Abstract
Exergames have the potential to be used as physical-cognitive training tools. Although numerous studies investigated the physical and motivational effects of Exergaming, a comprehensive summary of training effects in healthy adults is still missing. This scoping review aims to identify available evidence and research gaps on absolute and relative effects of Exergame training on physical indicators (effectiveness) and motivation (attractiveness) compared to no or conventional training in healthy adults. A systematic literature search was performed in EBSCOhost, WoS CC, SURF, and Science Research for studies meeting the following criteria: a) randomized controlled trials with Exergames compared to conventional training and/ or no treatment; b) healthy adults (age: 18 to 64 years); c) Exergame training interventions; d) assessment of pre-post differences, primary outcomes: endurance, strength, flexibility, speed, balance, sensorimotor coordination, sports skills, player experience; secondary outcomes: adverse events, physical activity level, attitudes, and knowledge. Methodological quality of included studies was assessed using the PEDro Scale. Charted data were categorized according to the PICOS framework. Mean differences, 95% confidence intervals, and effect sizes (ES) were calculated for continuous outcomes. Evidence Maps were created to illustrate the estimated Risk of Bias, estimated effect, and sample sizes. Eighteen publications with 907 participants were included. The number of studies per outcome was low (2 to 9balance:). Studies on coordination and knowledge were lacking. No study analyzed the relative effects of speed training with Exergames. Absolute effects of Exergame training ranged from no to large effects. Significant ES were consistently found for skill training. Negative effects were found for individual parameters. Relative effects of Exergame training ranged from no to large effects (one exception). A moderate absolute effect favoring traditional training was found for skill training. The remaining results suggest that Exergaming elicited similar training effects compared to conventional training. A high variance of applied training, corresponding training parameters (FITT-VP), outcome measures, as well as methodological deficits and incomplete reporting were identified in included studies. Therefore, a lack of high-quality studies and reviews was identified. Future research should conduct high quality RCT studies analyzing the effectiveness and attractiveness in Exergames. In addition, more suitable, well-designed Exergames should be developed.
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Affiliation(s)
- Katrin Hoffmann
- Institute of Sport Science, Technical University Darmstadt, Darmstadt, Germany
| | - Josef Wiemeyer
- Institute of Sport Science, Technical University Darmstadt, Darmstadt, Germany
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Glatt RM, Patis C, Miller KJ, Merrill DA, Stubbs B, Adcock M, Giannouli E, Siddarth P. The "FitBrain" program: implementing exergaming & dual-task exercise programs in outpatient clinical settings. Front Sports Act Living 2024; 6:1449699. [PMID: 39712081 PMCID: PMC11658983 DOI: 10.3389/fspor.2024.1449699] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/15/2024] [Accepted: 11/13/2024] [Indexed: 12/24/2024] Open
Abstract
Dual-task training and exergaming interventions are increasingly recognized for their potential to enhance cognitive, physical, and mood outcomes among older adults and individuals with neurological conditions. Despite this, clinical and community programs that use these interventions are limited in availability. This paper presents the "FitBrain" program, an outpatient clinical model that combines dual-task and exergaming interventions to promote cognitive and physical health. We review the scientific rationale supporting these methods, detail the structure and methodology of the FitBrain program, and provide examples of session designs that integrate dual-tasking through exergaming. The paper also addresses implementation considerations, such as tailoring interventions to specific populations, ensuring user-centered design, and leveraging accessible technologies. We discuss key challenges, including limited research on programs utilizing multiple technologies and cost constraints, and propose directions for future research to refine best practices and evaluate the comparative effectiveness of multimodal vs. singular interventions. This paper aims to inform clinicians and program developers on implementing dual-task and exergaming interventions within diverse clinical and community settings by offering a structured model and practical guidelines.
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Affiliation(s)
- Ryan M. Glatt
- Pacific Neuroscience Institute and Foundation, Santa Monica, CA, United States
| | - Corwin Patis
- Pacific Neuroscience Institute and Foundation, Santa Monica, CA, United States
| | - Karen J. Miller
- Pacific Neuroscience Institute and Foundation, Santa Monica, CA, United States
| | - David A. Merrill
- Pacific Neuroscience Institute and Foundation, Santa Monica, CA, United States
- Department of Psychiatry and Biobehavioral Sciences, David Geffen School of Medicine at the University of California Los Angeles, Los Angeles, CA, United States
- Department of Translational Neuroscience, St. John's Cancer Institute, Santa Monica, CA, United States
| | - Brendon Stubbs
- Institute of Psychiatry, Psychology, and Neuroscience, King’s College London, London, United Kingdom
- Department of Sport and Human Movement Science, Centre for Sport Science and University Sports, University of Vienna, Wien, Austria
| | - Manuela Adcock
- Department of Research, Dividat AG, Schindellegi, Switzerland
- Department of Health Sciences and Technology, ETH Zurich, Zurich, Switzerland
| | | | - Prabha Siddarth
- Pacific Neuroscience Institute and Foundation, Santa Monica, CA, United States
- Department of Translational Neuroscience, St. John's Cancer Institute, Santa Monica, CA, United States
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Dill S, Müller PN, Caserman P, Göbel S, Hoog Antink C, Tregel T. Sensing In Exergames for Efficacy and Motion Quality: Scoping Review of Recent Publications. JMIR Serious Games 2024; 12:e52153. [PMID: 39499916 PMCID: PMC11576609 DOI: 10.2196/52153] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/24/2023] [Revised: 03/28/2024] [Accepted: 09/03/2024] [Indexed: 11/24/2024] Open
Abstract
BACKGROUND Many studies have shown a direct relationship between physical activity and health. It has also been shown that the average fitness level in Western societies is lower than recommended by the World Health Organization. One tool that can be used to increase physical activity for individual people is exergaming, that is, serious games that motivate players to do physical exercises. OBJECTIVE This scoping review of recent studies regarding exergame efficacy aims to evaluate which sensing modalities are used to assess exergame efficacy as well as motion quality. We also analyze how the collected motion sensing data is being leveraged with respect to exergame efficacy and motion quality assessment. METHODS We conducted 2 extensive and systematic searches of the ACM Digital Library and the PubMed database, as well as a single search of the IEEE Xplore database, all according to the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) statement. Overall, 343 studies were assessed for eligibility by the following criteria: The study should be peer-reviewed; the year of publication should be between 2015 and 2023; the study should be available in English or German; the study evaluates the efficacy of at least 1 exergame; sensor data is recorded during the study and is used for evaluation; and the study is sufficiently described to extract information on the exergames, sensors, metrics, and results. RESULTS We found 67 eligible studies, which we analyzed with regard to sensor usage for both efficacy evaluation and motion analysis. Overall, heart rate (HR) was the most commonly used vital sign to evaluate efficacy (n=52), while the Microsoft Kinect was the most commonly used exergame sensor (n=26). The results of the analysis show that the sensors used in the exergames and the sensors used in the evaluation are, in most cases, mutually exclusive, with motion quality rarely being considered as a metric. CONCLUSIONS The lack of motion quality assessment is identified as a problem both for the studies and the exergames themselves since incorrectly executed motions can reduce an exergame's effectiveness and increase the risk of injury. Here we propose how to use the same sensors both as input for the exergame and to assess motion quality by presenting recent developments in motion recognition and sensing.
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Affiliation(s)
- Sebastian Dill
- KIS*MED (AI Systems in Medicine), Technical University of Darmstadt, Darmstadt, Germany
| | | | - Polona Caserman
- Serious Games Research Group, Technical University of Darmstadt, Darmstadt, Germany
| | - Stefan Göbel
- Serious Games Research Group, Technical University of Darmstadt, Darmstadt, Germany
| | - Christoph Hoog Antink
- KIS*MED (AI Systems in Medicine), Technical University of Darmstadt, Darmstadt, Germany
| | - Thomas Tregel
- Serious Games Research Group, Technical University of Darmstadt, Darmstadt, Germany
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Johannes C, Roman NV, Onagbiye SO, Titus S, Leach LL. Strategies and Best Practices That Enhance the Physical Activity Levels of Undergraduate University Students: A Systematic Review. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2024; 21:173. [PMID: 38397664 PMCID: PMC10888190 DOI: 10.3390/ijerph21020173] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Subscribe] [Scholar Register] [Received: 11/28/2023] [Revised: 01/28/2024] [Accepted: 01/30/2024] [Indexed: 02/25/2024]
Abstract
Significant numbers of undergraduate university students are not meeting the physical activity guidelines recommended by the World Health Organisation. These guidelines suggest that university students should aim for 150-300 min of moderate or 75-150 min of vigorous physical activity. Strategic interventions need to be implemented to address this global public health concern. The aim of this study was to review the strategies and best practices to enhance the physical activity levels of undergraduate university students. Utilising the PRISMA guidelines, electronic databases-PubMed, Science Direct, Academic Search Complete, ERIC, Web of Science, CINAHL, SAGE, and SPORTDiscus-were searched between September 2022 and February 2023 using terms and synonyms related to physical activity, strategies, best practices, and undergraduate university students. Studies were critically assessed for their quality using an adapted version of the CASP and RE-AIM frameworks. Eleven articles met the inclusion criteria for the review. The studies reported the use of social media platforms, mobile phone applications, web-based technology, online text messages, in-person classes, and an "exergame" as methods to increase engagement in physical activity. Findings from this review indicated that validated questionnaires emerged as the predominant measurement tool. Furthermore, the frequent use of social network sites served as a best practice for implementing and promoting physical activity interventions. It is recommended that universities promote health-enhancing physical activities based on current trends and strategies, such as technology-based interventions and the use of social media, that are relevant to contemporary university students.
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Affiliation(s)
- Chanté Johannes
- Department of Sports, Recreation, and Exercise Science, University of the Western Cape, Cape Town 7535, South Africa; (S.O.O.); (S.T.); (L.L.L.)
| | - Nicolette V. Roman
- Centre for Interdisciplinary Studies of Children, Families, and Society, University of the Western Cape, Cape Town 7535, South Africa;
| | - Sunday O. Onagbiye
- Department of Sports, Recreation, and Exercise Science, University of the Western Cape, Cape Town 7535, South Africa; (S.O.O.); (S.T.); (L.L.L.)
- Department of Health and Exercise Sciences, Frederick Community College, Frederick, MD 21701, USA
| | - Simone Titus
- Department of Sports, Recreation, and Exercise Science, University of the Western Cape, Cape Town 7535, South Africa; (S.O.O.); (S.T.); (L.L.L.)
- Centre for Health Professions Education, Faculty of Medicine and Health Sciences, Stellenbosch University, Cape Town 7505, South Africa
| | - Lloyd L. Leach
- Department of Sports, Recreation, and Exercise Science, University of the Western Cape, Cape Town 7535, South Africa; (S.O.O.); (S.T.); (L.L.L.)
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Roberts SH, Bailey J. Exergaming (physically active video gaming) for mental health service users in a community mental health care setting: an ethnographic observational feasibility study. BMC Psychiatry 2023; 23:752. [PMID: 37845683 PMCID: PMC10577994 DOI: 10.1186/s12888-023-05233-6] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 07/07/2023] [Accepted: 09/29/2023] [Indexed: 10/18/2023] Open
Abstract
BACKGROUND People with severe and enduring mental illness experience health inequalities with premature mortality; lifestyle behaviours are known to be contributing factors with low levels of physical activity reported. Facilitating physical activity to help maintain or improve health for those who are disadvantaged is essential. Exergaming (gaming involving physical movement) is increasingly used to improve physical activity across the lifespan and for those with a range clinical conditions; this might offer a way to increase physical activity for those with severe mental illness. The aim of this study was to explore engagement of mental health service users with exergaming to increase physical activity in a community mental health care setting. METHODS An ethnographic observational feasibility study was undertaken through participant observation and semi-structured interviews. A gaming console was made available for 2 days per week for 12 months in a community mental health setting. A reflexive thematic analysis was performed on the data. RESULTS Twenty one mental health service users engaged with the intervention, with two thirds exergaming more than once. One participant completed the semi-structured interview. Key themes identified from the observational field notes were: support (peer and staff support); opportunity and accessibility; self-monitoring; and perceived benefits. Related themes that emerged from interview data were: benefits; motivators; barriers; and delivery of the intervention. Integrating these findings, we highlight social support; fun, enjoyment and confidence building; motivation and self-monitoring; and, accessibility and delivery in community mental health care context are key domains of interest for mental health care providers. CONCLUSIONS We provide evidence that exergaming engages people with SMI with physical activity. The value, acceptability and feasibility of open access exergaming in a community mental health service context is supported. Facilitating exergaming has the potential to increase physical activity for mental health service users leading to possible additional health benefits.
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Affiliation(s)
- Seren Haf Roberts
- School of Healthcare Sciences, College of Biomedical and Life Sciences, Cardiff University, Heath Park, Cardiff, CF144XN, UK.
| | - Jois Bailey
- Betsi Cadwaladr University Health Board, Wrexham, UK
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Chow DHK, Mann SKF. Exergaming and education: a relational model for games selection and evaluation. Front Psychol 2023; 14:1197403. [PMID: 37484077 PMCID: PMC10359147 DOI: 10.3389/fpsyg.2023.1197403] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/31/2023] [Accepted: 06/23/2023] [Indexed: 07/25/2023] Open
Abstract
Exergaming, or technology-driven physical exercise, has gained popularity in recent years. Its applications include physical education, health promotion, and rehabilitation. Although studies have obtained promising results regarding the positive effects of exergaming, the outcomes of exergaming for different populations remain undetermined. Inconsistencies in the literature on this topic have multiple potential explanations, including the content and demand of the exergames and the capability of the exergamer. A model with a sound theoretical framework is required to facilitate matching between games and gamers. This article proposes a relational model based on a matrix of Bloom's taxonomy of learning domains and the performance components of exergames. Appropriate matching of the physical demands of an exergame and the ability of the exergamer would enhance the effective usage of exergaming for individuals with various needs. This theory-based exergame model is developed to promote the general development, physical status, and psychosocial well-being of students, older adults, and individuals with rehabilitation needs. This model may provide a resource for future research on the application, effectiveness, and design of exergaming.
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Zhang C, Han T, Tan X, Yu C, Li S, Zheng H, Zhu D, Zhang Y, Shen T. Effect of Exergame Intervention on Balance Ability of Adolescents: A Randomized Controlled Trial. Games Health J 2023; 12:249-258. [PMID: 36856487 DOI: 10.1089/g4h.2022.0182] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 03/02/2023] Open
Abstract
Objective: Balance is a strong indicator of physical development of adolescents, and there is a trend of employing exergame for balance training. However, the effectiveness of exergame specifically designed for balance training on adolescents' balance abilities in various postures remains unclear. Materials and Methods: In this study, an exergame for balance training was developed with Kinect and a randomized controlled trial was conducted to assess its effect on balance ability development. Thirty-two healthy adolescents (age: 11.44 ± 0.51) were recruited to participate in an 8-week trial and randomly allocated to an exergame group (N = 16) or control group (N = 16). Results: The static balance test in the eagle stance posture and the dynamic balance test using the Y-Balance Test were both conducted before and after the intervention. From the results of Mann-Whitney U test, the intervention group presented greater improvement during the eagle stance test with eyes closed than the control group with P = 0.009 and P = 0.03 in left and right leg, respectively. The intervention group also showed a more significant improvement in dynamic balance (P = 0.002), which was reflected by the higher increase of composite scores. Furthermore, the balance ability when standing with nondominant leg or eyes closed, both presented higher improvements than standing with dominant leg or eyes opened, respectively. Moreover, 75% participants reported high interest and 87.5% participants expressed high engagement with exergame (score ≥4) using 5-score scale questionnaire. Conclusion: The proposed exergame for balance training could potentially promote balance training and serve as an educational tool for healthy adolescents to enhance their balance abilities.
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Affiliation(s)
- Chenqi Zhang
- School of Design, Shanghai Jiao Tong University, Shanghai, China
| | - Ting Han
- School of Design, Shanghai Jiao Tong University, Shanghai, China
| | - Xinyang Tan
- School of Design, Shanghai Jiao Tong University, Shanghai, China
| | - Cong Yu
- School of Design, Shanghai Jiao Tong University, Shanghai, China
| | - Shuo Li
- School of Design, Shanghai Jiao Tong University, Shanghai, China
| | - Hongtao Zheng
- School of Design, Shanghai Jiao Tong University, Shanghai, China
| | - Dian Zhu
- School of Design, Shanghai Jiao Tong University, Shanghai, China
| | - Yahui Zhang
- School of Design, Shanghai Jiao Tong University, Shanghai, China
| | - Tianjia Shen
- School of Design, Shanghai Jiao Tong University, Shanghai, China
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Baghaei N, Liang HN, Naslund J, Porter R. Games for Mental Health. Games Health J 2022. [DOI: 10.1089/g4h.2022.0199] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/06/2022] Open
Affiliation(s)
- Nilufar Baghaei
- School of Information Technology and Electrical Engineering, The University of Queensland, St. Lucia, Queensland, Australia
| | - Hai-Ning Liang
- Department of Computing, Xi'an Jiaotong-Liverpool University, Suzhou, China
| | - John Naslund
- Department of Global Health and Social Medicine, Harvard Medical School, Boston, Massachusetts, USA
| | - Richard Porter
- Department of Psychological Medicine, Otago University, Christchurch, New Zealand
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