Please use this identifier to cite or link to this item: http://hdl.handle.net/1893/34502
Appears in Collections:Faculty of Health Sciences and Sport Journal Articles
Peer Review Status: Refereed
Title: Feasibility randomized controlled trial of a virtual reality exergame to improve physical and cognitive functioning in older people
Author(s): Liepa, Agris
Tang, Jason
Jaundaldere, Ingemara
Dubinina, Evita
Larins, Viesturs
Keywords: seniors
falls risk
virtual reality exergame
trunk stability
physical performance
cognition
Issue Date: 2022
Date Deposited: 13-Jul-2022
Citation: Liepa A, Tang J, Jaundaldere I, Dubinina E & Larins V (2022) Feasibility randomized controlled trial of a virtual reality exergame to improve physical and cognitive functioning in older people. Acta Gymnica, 52, Art. No.: e2022.007. https://doi.org/10.5507/ag.2022.007
Abstract: Background: Falls risk becomes more common with age and is associated with higher rates of disability, mortality, and healthcare costs. Exergames have shown to elicit improvements in prefrontal cortex activity, balance, and postural control of seniors, all of which are associated with fall risk, but it is unknown whether virtual reality (VR) exergames, played using a three-dimensional headset can enhance the effects of cognitive and physiological functioning. Objective: Evaluation of the effects of a co-produced VR exergame "Falling diamonds" on physical performance, trunk stability and cognition, three attributes linked to falls risk in seniors. Methods: A total of 44 physically active participants aged 60-85 years were randomized to either the immersive VR exergame (n = 14), non-immersive exergame (n = 15), or control (n = 15). Static balance, leg strength, and gait speed were measured by the Short Physical Performance Battery, trunk stability was assessed using the Prone test and cognition was evaluated by the RehaCom screening software at baseline and follow-up at 9 weeks. Results: The VR exergame group experienced greater improvements in the cognition measures of selective attention control and speed (p = .009, p = .033) more than the exergame group (p = .010) and control (p = .049, p = .004). Conclusions: The evaluation and delivery methods of VR exergame Falling diamonds are feasible, and trial measures, procedures, and intervention are deemed acceptable by participants. Our findings indicate that using a VR exergame to exercise could improve cognition in seniors.
DOI Link: 10.5507/ag.2022.007
Rights: © 2022 The Author(s). Published by Palacký University Olomouc. 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. This license does not cover any third-party material that may appear with permission in the article.
Licence URL(s): http://creativecommons.org/licenses/by/4.0/

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