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Sayar R, Sinaei E, Daryanoosh F, Koshki M, Sobhani S. Comparing the effects of 30 minutes exergaming versus brisk walking on physiological and psychological measurements of older adults. J Bodyw Mov Ther 2023; 36:69-73. [PMID: 37949602 DOI: 10.1016/j.jbmt.2023.06.011] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/19/2022] [Revised: 04/21/2023] [Accepted: 06/05/2023] [Indexed: 11/12/2023]
Abstract
BACKGROUND Active video games can make physical activity more appealing and enjoyable for older people. This study compared the effects of 30 min of Exergaming versus walking on the physiological and psychological measures of asymptomatic older adults. METHODS Forty eligible participants (mean age = 69.60 ± 4.16 y/o) were randomly divided into two groups of 20 in a crossover design, who either performed Brisk Walking or Exergaming, one week apart. Before each session, each participant's blood pressure was measured, and the subjects were encouraged to play/walk continuously for 30 min using a self-selected intensity. During both sessions, average and peak heart rate, time spent in each of the heart rate zones, blood pressure, and double product were assessed through a Polar H10 heart rate monitor. Participants also filled out the modified Physical Activity Enjoyment Scale (PACES) questionnaire and Rate of Perceived Exertion (RPE) scale. RESULTS Findings indicated a significantly higher average (P = 0.003) and peak heart rate (P < 0.001) and double product (P = 0.002) during Exergaming compared to Brisk Walking. Also, the RPE score was significantly lower and PACES score was significantly higher (P < 0.001) during the Exergaming session. The analyses of blood pressure showed significant changes in systolic and diastolic blood pressures following each session, while no statistically significant difference was reported between the two exercise modalities (P = 0.012 and P < 0.001, respectively). CONCLUSION This study showed that Exergaming can be a good alternative to traditional exercises like walking for older adults, providing physiological benefits while being less exhausting and more enjoyable.
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Affiliation(s)
- Reza Sayar
- School of Exercise Science, Physical and Health Education, University of Victoria, Victoria, British Columbia, Canada
| | - Ehsan Sinaei
- Department of Rehabilitation Sciences, MGH Institute of Health Professions, Boston, MA, USA; Shiraz Geriatric Research Center, Shiraz University of Medical Sciences, Shiraz, Iran
| | - Farhad Daryanoosh
- Department of Sport Sciences, School of Education and Psychology, Shiraz University, Shiraz, Iran.
| | - Maryam Koshki
- Department of Sport Sciences, School of Education and Psychology, Shiraz University, Shiraz, Iran
| | - Sobhan Sobhani
- Shiraz Geriatric Research Center, Shiraz University of Medical Sciences, Shiraz, Iran; Department of Physical Therapy, School of Rehabilitation Sciences, Shiraz University of Medical Sciences, Shiraz, Iran
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Eng CM, Flynn RM, Thiessen ED, Fisher AV. A Literature Review on the Effects of Exergames on Executive Function in Youth. TECHNOLOGY, MIND, AND BEHAVIOR 2023; 4:10.1037/tmb0000118. [PMID: 38162378 PMCID: PMC10756422 DOI: 10.1037/tmb0000118] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 01/03/2024]
Abstract
Exergames (video games that promote cognitive and physical activity simultaneously) benefit executive function in elderly populations. It has been suggested that exergames may induce larger effects than cognitive or exercise training alone, but few reviews have synthesized the causal factors of exergames on executive function from experimental research with youth. This review investigates (1) the various types of exergames and associated comparison conditions (2) the executive function outcome assessments commonly utilized in exergame research with youth (3) the efficacy of exergames by evaluating experimental studies that compared exergaming to cognitive, exercise, and passive control conditions inclusive of effect sizes and (4) the potential mechanisms underlying the changes in executive function induced from exergames. Eligible outcome data were available from 607 participants across ten studies, with the age of participants ranging from 4-21 (M age = 10.46 ). The findings indicate that exergames improve aspects of executive function from both acute and chronic studies. Despite the high variability of exergame contexts, dosage, populations, and outcome assessments, improvements in executive function comparing exergaming to passive control conditions were exhibited across all studies. While there is evidence of exergaming demonstrating advantages over passive control conditions, evidence is mixed when comparing exergaming to sedentary cognitive and exercise comparison conditions. Potential sources of these mixed results and future directions to address current gaps in the field are identified. As video game and technology use grows exponentially and concerns of childhood sedentary behavior and play deprivation increase, evidence-based practices that promote both physical and cognitive activity are needed.
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Affiliation(s)
- Cassondra M Eng
- Stanford University, Department of Psychiatry and Behavioral Sciences
- Carnegie Mellon University, Department of Psychology
| | - Rachel M Flynn
- San Francisco State University, Department of Child and Adolescent Development
| | | | - Anna V Fisher
- Carnegie Mellon University, Department of Psychology
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Ketelhut S, Ketelhut RG, Kircher E, Röglin L, Hottenrott K, Martin-Niedecken AL, Ketelhut K. Gaming Instead of Training? Exergaming Induces High-Intensity Exercise Stimulus and Reduces Cardiovascular Reactivity to Cold Pressor Test. Front Cardiovasc Med 2022; 9:798149. [PMID: 35155627 PMCID: PMC8829013 DOI: 10.3389/fcvm.2022.798149] [Citation(s) in RCA: 2] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/19/2021] [Accepted: 01/06/2022] [Indexed: 11/13/2022] Open
Abstract
IntroductionThe present study assessed if an exercise session in an innovative exergame can modulate hemodynamic reactivity to a cold pressor test (CPT) to a similar extent as a typical moderate endurance training (ET). Furthermore, cardiorespiratory, and affective responses of an exergame session and an ET were compared.MethodsTwenty-seven healthy participants aged 25 ± 4 years (48% female; BMI 23.0 ± 2.1 kg/m2) participated in this cross-sectional study. All participants completed both an ET on a treadmill and training in the ExerCube (ECT). HR and oxygen consumption were recorded during both training sessions. Before and after both exercise sessions, the hemodynamic reactivity to a CPT was determined.ResultsDuring ECT, HR, oxygen consumption, energy expenditure, and the metabolic equivalent of the task were significantly higher than those obtained during ET (p < 0.001). With regard to the CPT, the participants showed significantly lower responses in peripheral systolic (p = 0.004) and diastolic blood pressure (p = 0.009) as well as central systolic (p = 0.002) and diastolic BP (P = 0.01) after ECT compared to ET. The same was true for pulse wave velocity (p = 0.039).ConclusionThe ECT induced a significantly higher exercise stimulus compared to the ET. At the same time, it attenuated hemodynamic stress reactivity. The ECT presents a relevant training stimulus that modulates cardiovascular reactivity to stress, which has been proven as a predictor for the development of hypertension.Trial RegistrationISRCTN registry, ISRCTN43067716, 14 April 2020, Trial number: 38154.
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Affiliation(s)
- Sascha Ketelhut
- Institute of Sport Science, Martin Luther University Halle-Wittenberg, Halle (Saale), Germany
- *Correspondence: Sascha Ketelhut
| | | | - Eva Kircher
- Charité University Medicine Berlin, Virchow-Klinikum, Berlin, Germany
| | - Lisa Röglin
- Institute of Sport Science, Martin Luther University Halle-Wittenberg, Halle (Saale), Germany
| | - Kuno Hottenrott
- Institute of Sport Science, Martin Luther University Halle-Wittenberg, Halle (Saale), Germany
| | | | - Kerstin Ketelhut
- Faculty of Natural Science, MSB Medical School Berlin, Berlin, Germany
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Kircher E, Ketelhut S, Ketelhut K, Röglin L, Martin-Niedecken AL, Hottenrott K, Ketelhut RG. Acute Effects of Heart Rate-Controlled Exergaming on Vascular Function in Young Adults. Games Health J 2022; 11:58-66. [PMID: 34986027 DOI: 10.1089/g4h.2021.0196] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/08/2023] Open
Abstract
Objective: Acute and regular moderate-intensity endurance exercise (MIEE) is known to positively affect vascular function. The present study assessed if an exercise session in an innovative exergame called the ExerCube can induce similar vascular reactions as an MIEE session. Materials and Methods: Twenty-eight healthy recreationally active participants (13 females and 15 males; aged 24.8 ± 3.9 years; with body mass index 23.2 ± 2.3 kg/m2) completed an exergaming session (EGS) in the ExerCube (25 minutes) and an MIEE session on a treadmill (35 minutes, 65%-70% of maximal heart rate [HR]) in a randomized order. Both before and throughout the 45 minutes after the training sessions, pulse wave velocity (PWV), total peripheral resistance (TPR), stroke volume (SV), and HR were recorded. The study was approved by the Research Ethics Board of the Martin-Luther-Universität Halle-Wittenberg (Medical Faculty of the Martin-Luther-Universität 2019-177). Results: There were different hemodynamic responses to both types of exercises. PWV was significantly decreased 45 minutes after the EGS (P < 0.001). No significant changes were detected after MIEE (P = 0.109). TPR was significantly lower after both exercise sessions (P < 0.01). Only the EGS resulted in a significant decrease in SV 15 minutes after exercise (P < 0.001). The HR was significantly (P < 0.05) higher after both exercise sessions. After the EGS, the increase in HR was still significantly higher (P = 0.011) 45 minutes after the session. The interaction effects revealed significant differences in PWV (15 minutes, P = 0.035; 30 minutes, P = 0.004; and 45 minutes, P < 0.001), favoring the EGS. Conclusion: The EGS seems to induce a relevant exercise stimulus that can modulate vascular function. Therefore, this exergame may present an effective tool for prevention of cardiovascular diseases.
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Affiliation(s)
- Eva Kircher
- Charité University Medicine Berlin, Campus Virchow-Klinikum, Berlin, Germany
| | - Sascha Ketelhut
- Martin Luther University Halle-Wittenberg, Institute of Sport Science, Halle (Saale), Germany
| | - Kerstin Ketelhut
- MSB Medical School Berlin, Faculty of Natural Science, Berlin Germany
| | - Lisa Röglin
- Martin Luther University Halle-Wittenberg, Institute of Sport Science, Halle (Saale), Germany
| | | | - Kuno Hottenrott
- Martin Luther University Halle-Wittenberg, Institute of Sport Science, Halle (Saale), Germany
| | - Reinhard G Ketelhut
- Charité University Medicine Berlin, Campus Virchow-Klinikum, Berlin, Germany.,Medical Center Berlin (MCB), Cardiology and Sports Medicine, Berlin, Germany
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Silva PF, Ricci-Vitor AL, Cruz MM, Borges GL, Garner DM, Marques Vanderlei LC. Comparison of acute response of cardiac autonomic modulation between virtual reality-based therapy and cardiovascular rehabilitation: a cluster-randomized crossover trial. Physiother Theory Pract 2020; 38:969-984. [PMID: 32880504 DOI: 10.1080/09593985.2020.1815261] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/14/2023]
Abstract
OBJECTIVE To assess the acute response of cardiac autonomic modulation (ACAM) during and after a session of virtual reality-based therapy (VRBT) compared to a session of conventional cardiovascular rehabilitation (CR) and to evaluate the effects of 12 weeks of training on this response. METHODS We assessed 28 volunteers (63.4 ± 12.5 years). The ACAM was judged by linear indexes of heart rate variability (HRV) in VRBT and CR sessions. Later, patients completed 12 weeks of VRBT+CR and the assessment was repeated at the 12th week. RESULTS Throughout the 1st VRBT session vagal withdrawal occurred (RMSSD/HFnu); sympathetic nervous system stimulation (LFnu) and progressive decrease of global HRV (SDNN). During the recovery, the SDNN, HFnu, and LFnu improved from the 5thminute on both therapies. After 12 weeks, the LFnu, HFnu, and the LF/HF-ratio revealed no significant changes in Ex3-Ex4 equated to Rep during VRBT. In recovery, the HFnu and LFnu improved before the 5thminute on both therapies. CONCLUSIONS ACAM during and after the VRBT was comparable to CR, yet, the extents were greater in the VRBT. After 12 weeks of VRBT training, the subjects adapted to the exercises from the 15thminute and exhibited faster recovery of HFnu and LFnu indexes compared to the 1st week.
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Affiliation(s)
- Paula F Silva
- Department of Physiotherapy, São Paulo State University (UNESP), School of Technology and Sciences, Presidente Prudente, Brazil
| | - Ana Laura Ricci-Vitor
- Department of Physiotherapy, São Paulo State University (UNESP), School of Technology and Sciences, Presidente Prudente, Brazil
| | - Mayara M Cruz
- Department of Physiotherapy, São Paulo State University (UNESP), School of Technology and Sciences, Presidente Prudente, Brazil
| | - Giovanna L Borges
- Department of Physiotherapy, São Paulo State University (UNESP), School of Technology and Sciences, Presidente Prudente, Brazil
| | - David M Garner
- Cardiorespiratory Research Group, Department of Biological and Medical Sciences, Faculty of Health and Life Sciences, Oxford Brookes University, Oxford, UK
| | - Luiz C Marques Vanderlei
- Department of Physiotherapy, São Paulo State University (UNESP), School of Technology and Sciences, Presidente Prudente, Brazil
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Lima JL, Axt G, Teixeira DS, Monteiro D, Cid L, Yamamoto T, Murillo-Rodriguez E, Machado S. Exergames for Children and Adolescents with Autism Spectrum Disorder: An Overview. Clin Pract Epidemiol Ment Health 2020; 16:1-6. [PMID: 32508964 PMCID: PMC7254818 DOI: 10.2174/1745017902016010001] [Citation(s) in RCA: 16] [Impact Index Per Article: 4.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/28/2019] [Revised: 12/22/2019] [Accepted: 12/27/2019] [Indexed: 06/01/2023]
Abstract
Autistic Spectrum Disorder (ASD) is a complex neurodevelopmental disorder associated with various etiologies and characterized by deficits in social interaction, emotional reciprocity, communication, motor skills and cognitive functions. Studies have proposed that limited levels of physical activity and late motor skills and fitness, particularly in children and adolescents with ASD, may accentuate social and emotional deficits. In view of this, exergames, which are active video-games, can be considered a low-cost and safe type of exercise for children and adolescents with ASD, since they are more enjoyable than ordinary physical activities, influencing on treatment adherence. Thus, our study aims to evidence the effects of exergames on physical fitness, cognitive functions, and repetitive behaviors in children and adolescents with ASD. Despite the small number of studies investigating the effects of exergames as new strategy in children and adolescents with ASD, results suggest exergames as potential tool for the treatment of children and adolescents with ASD for improvement in physical fitness, cognitive functions and repetitive behavior. Our review pointed towards the importance of exergames for children and adolescents with ASD. Despite few studies conducted about this issue, we can consider exergames a potential tool to increase physical fitness, cognitive functions and to decrease repetitive behavior in children and adolescents with ASD. Moreover, health professionals should be careful when attempting to help this population, because the current literature is unclear yet about the improvement of ASD features through exergames.
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Affiliation(s)
- João L. Lima
- Laboratório de Neurociência da Atividade Física, Programa de Pós-graduação em Ciências da Atividade Física, Universidade Salgado de Oliveira (UNIVERSO), Niterói, RJ, Brazil
| | - Glaciane Axt
- Laboratório de Neurociência da Atividade Física, Programa de Pós-graduação em Ciências da Atividade Física, Universidade Salgado de Oliveira (UNIVERSO), Niterói, RJ, Brazil
| | | | - Diogo Monteiro
- Research Centre in Sports, Health and Human Development, CIDESD, Vila Real, Portugal
- Sport Science School of Rio Maior, Polytechnique Institute of Santarém, Rio Maior, Portugal
| | - Luis Cid
- Research Centre in Sports, Health and Human Development, CIDESD, Vila Real, Portugal
- Sport Science School of Rio Maior, Polytechnique Institute of Santarém, Rio Maior, Portugal
| | - Tetsuya Yamamoto
- Graduate School of Technology, Industrial and Social Sciences, Tokushima University, Tokushima, Japan
| | - Eric Murillo-Rodriguez
- Laboratorio de Neurociencias Moleculares e Integrativas, Escuela de Medicina, División Ciencias de la Salud, Universidad Anáhuac Mayab, Mérida, Mexico
| | - Sergio Machado
- Laboratório de Neurociência da Atividade Física, Programa de Pós-graduação em Ciências da Atividade Física, Universidade Salgado de Oliveira (UNIVERSO), Niterói, RJ, Brazil
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Acute Hemodynamic Effects of Virtual Reality-Based Therapy in Patients of Cardiovascular Rehabilitation: A Cluster Randomized Crossover Trial. Arch Phys Med Rehabil 2020; 101:642-649. [PMID: 31926142 DOI: 10.1016/j.apmr.2019.12.006] [Citation(s) in RCA: 17] [Impact Index Per Article: 4.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/24/2019] [Revised: 11/26/2019] [Accepted: 12/02/2019] [Indexed: 12/17/2022]
Abstract
OBJECTIVE To analyze the acute hemodynamic effects of adding virtual reality-based therapy (VRBT) using exergames for patients undergoing cardiac rehabilitation (CR). DESIGN Crossover trial. SETTING Outpatient rehabilitation center. PARTICIPANTS Patients (N=27) with a diagnosis of cardiovascular disease or cardiovascular risk factors. Mean age (years) ± SD was 63.4±12.7 and mean body mass index (kg/m2) ± SD was 29.0±4.0. INTERVENTIONS Patients performed 1 VRBT session and 1 CR session on 2 nonconsecutive days. Each session comprised an initial rest, warm-up, conditioning, and recovery. During warm-up, in the VRBT session, games were performed with sensors to reproduce the movements of avatars and, in the CR session, patients were required to reproduce the movements of the physiotherapists. In the conditioning phase for VRBT, games were also played with motion sensors, dumbbells, and shin guards. The CR session consisted of exercises performed on a treadmill. The intensity of training was prescribed by heart rate reserve (HRR; 40%-70%). MAIN OUTCOME MEASURES The primary outcomes were heart rate, blood pressure, respiratory rate (RR), rating of perceived exertion (RPE), and peripheral oxygen saturation, evaluated before, during, and after the VRBT or CR session on 2 nonconsecutive days. The secondary outcome was to evaluate whether the patients achieved the prescribed HRR and the percentage of time they maintained this level during the VRBT session. RESULTS VRBT produces a physiological similar pattern of acute hemodynamic effects in CR. However, there was greater magnitude of heart rate, RR, and RPE (P<.01) during the execution of VRBT and until 5 minutes of recovery, observed at the moments of rest, and 1, 3, and 5 minutes of recovery. CONCLUSIONS Although the VRBT session produces similar physiological acute hemodynamic effects in CR, greater magnitudes of heart rate, RR, and RPE were observed during its execution and up to 5 minutes after the session.
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Viana RB, Alves CL, Vieira CA, Vancini RL, Campos MH, Gentil P, Andrade MS, de Lira CAB. Anxiolytic Effects of a Single Session of the Exergame Zumba®Fitness on Healthy Young Women. Games Health J 2017; 6:365-370. [DOI: 10.1089/g4h.2017.0085] [Citation(s) in RCA: 30] [Impact Index Per Article: 4.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 02/01/2023] Open
Affiliation(s)
- Ricardo Borges Viana
- Laboratório de Avaliação do Movimento Humano, Faculdade de Educação Física e Dança, Universidade Federal de Goiás, Goiânia, Brazil
| | - Claudia Lima Alves
- Laboratório de Avaliação do Movimento Humano, Faculdade de Educação Física e Dança, Universidade Federal de Goiás, Goiânia, Brazil
| | - Carlos Alexandre Vieira
- Laboratório de Avaliação do Movimento Humano, Faculdade de Educação Física e Dança, Universidade Federal de Goiás, Goiânia, Brazil
| | - Rodrigo Luiz Vancini
- Centro de Educação Física e Desportos, Universidade Federal do Espírito Santo, Vitória, Brazil
| | - Mario Hebling Campos
- Laboratório de Avaliação do Movimento Humano, Faculdade de Educação Física e Dança, Universidade Federal de Goiás, Goiânia, Brazil
| | - Paulo Gentil
- Laboratório de Avaliação do Movimento Humano, Faculdade de Educação Física e Dança, Universidade Federal de Goiás, Goiânia, Brazil
| | | | - Claudio Andre Barbosa de Lira
- Laboratório de Avaliação do Movimento Humano, Faculdade de Educação Física e Dança, Universidade Federal de Goiás, Goiânia, Brazil
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Tripette J, Murakami H, Ryan KR, Ohta Y, Miyachi M. The contribution of Nintendo Wii Fit series in the field of health: a systematic review and meta-analysis. PeerJ 2017; 5:e3600. [PMID: 28890847 PMCID: PMC5590553 DOI: 10.7717/peerj.3600] [Citation(s) in RCA: 26] [Impact Index Per Article: 3.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/04/2017] [Accepted: 06/29/2017] [Indexed: 12/22/2022] Open
Abstract
Background Wii Fit was originally designed as a health and fitness interactive training experience for the general public. There are, however, many examples of Wii Fit being utilized in clinical settings. This article aims to identify the contribution of Wii Fit in the field of health promotion and rehabilitation by: (1) identifying the health-related domains for which the Wii Fit series has been tested, (2) clarifying the effect of Wii Fit in those identified health-related domains and (3) quantifying this effect. Method A systematic literature review was undertaken. The MEDLINE database and Games for Health Journal published content were explored using the search term “Wii-Fit.” Occurrences resulting from manual searches on Google and material suggested by experts in the field were also considered. Included articles were required to have measurements from Wii Fit activities for at least one relevant health indicator. The effect of Wii Fit interventions was assessed using meta-analyses for the following outcomes: activity-specific balance confidence score, Berg balance score (BBC) and time-up-and-go test (TUG). Findings A total of 115 articles highlighted that the Wii Fit has been tested in numerous healthy and pathological populations. Out of these, only a few intervention studies have focused on the prevention of chronic diseases. A large proportion of the studies focus on balance training (N = 55). This systematic review highlights several potential benefits of Wii Fit interventions and these positive observations are supported by meta-analyses data (N = 25). For example, the BBC and the TUG respond to a similar extend to Wii Fit interventions compared with traditional training. Conclusion Wii Fit has the potential to be used as a rehabilitation tool in different clinical situations. However, the current literature includes relatively few randomized controlled trials in each population. Further research is therefore required.
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Affiliation(s)
- Julien Tripette
- Ochanomizu University, Bunkyo, Tokyo, Japan.,Department of Physical Activity Research, National Institutes of Biomedical innovation, Health and Nutrition, Shinjuku, Tokyo, Japan
| | - Haruka Murakami
- Department of Physical Activity Research, National Institutes of Biomedical innovation, Health and Nutrition, Shinjuku, Tokyo, Japan
| | - Katie Rose Ryan
- Department of Physical Activity Research, National Institutes of Biomedical innovation, Health and Nutrition, Shinjuku, Tokyo, Japan
| | - Yuji Ohta
- Ochanomizu University, Bunkyo, Tokyo, Japan
| | - Motohiko Miyachi
- Department of Physical Activity Research, National Institutes of Biomedical innovation, Health and Nutrition, Shinjuku, Tokyo, Japan
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Monteiro-Junior RS, Vaghetti CAO, Nascimento OJM, Laks J, Deslandes AC. Exergames: neuroplastic hypothesis about cognitive improvement and biological effects on physical function of institutionalized older persons. Neural Regen Res 2016; 11:201-4. [PMID: 27073355 PMCID: PMC4810966 DOI: 10.4103/1673-5374.177709] [Citation(s) in RCA: 47] [Impact Index Per Article: 5.9] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/17/2022] Open
Abstract
Exergames can be considered a dual task because the games are performed by a man-videogame interface, requiring cognitive and motor functions simultaneously. Although the literature has shown improvements of cognitive and physical functions due to exergames, the intrinsic mechanisms involved in these functional changes have still not been elucidated. The aims of the present study were (1) to demonstrate the known biological mechanisms of physical exercise regarding muscle adaptation and establish a relationship with exergames; and (2) to present a neurobiological hypothesis about the neuroplastic effects of exergames on the cognitive function of institutionalized older persons. These hypotheses are discussed.
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Affiliation(s)
- Renato Sobral Monteiro-Junior
- Physical Education and Sport Department of the Universidade Estadual de Montes Claros, Minas Gerais, Brazil; Post Graduation Program (PhD) in Medicine (Neurology-Neuroscience), Universidade Federal Fluminense, Niterói, Brazil; Neuroscience Laboratory of Exercise, Universidade Federal do Rio de Janeiro, Rio de Janeiro, Brazil
| | | | | | - Jerson Laks
- Programa de Pós-graduação em Biomedicina Translacional - Biotrans, Universidade Unigranrio, Brazil; Institute of Psychiatry, Universidade Federal do Rio de Janeiro, Rio de Janeiro, Brazil; Centro de Estudos e Pesquisa do Envelhecimento, Instituto Vital Brasil, Rio de Janeiro, Brazil
| | - Andrea Camaz Deslandes
- Institute of Physical Education and Sport, Universdiade do Estado do Rio de Janeiro, Rio de Janeiro, Brazil; Institute of Psychiatry, Universidade Federal do Rio de Janeiro, Rio de Janeiro, Brazil; Neuroscience Laboratory of Exercise, Universidade Federal do Rio de Janeiro, Rio de Janeiro, Brazil
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