Monteiro-Junior Renato Sobral, da Silva Figueiredo Luiz Felipe, Maciel-Pinheiro Paulo de Tarso, Abud Erick Lohan Rodrigues, Braga Ana Elisa Mendes Montalvão, Barca Maria Lage, Engedal Knut, Nascimento Osvaldo José M, Deslandes Andrea Camaz, Laks Jerson
Physical Education and Sport Department, State University of Montes Claros, Av. Rui Barbosa, 126, Campus Universitário Professor Darcy Ribeiro, Vila Mauricéia, Montes Claros, Minas Gerais, Brazil.
Doctoral Program of Medicine (Neurology-Neuroscience), Federal Fluminense University, Niterói, RJ, Brazil.
Aging Clin Exp Res. 2017 Jun;29(3):387-394. doi: 10.1007/s40520-016-0595-5. Epub 2016 Jun 3.
Improvements on balance, gait and cognition are some of the benefits of exergames. Few studies have investigated the cognitive effects of exergames in institutionalized older persons.
To assess the acute effect of a single session of exergames on cognition of institutionalized older persons.
Nineteen institutionalized older persons were randomly allocated to Wii (WG, n = 10, 86 ± 7 year, two males) or control groups (CG, n = 9, 86 ± 5 year, one male). The WG performed six exercises with virtual reality, whereas CG performed six exercises without virtual reality. Verbal fluency test (VFT), digit span forward and digit span backward were used to evaluate semantic memory/executive function, short-term memory and work memory, respectively, before and after exergames and Δ post- to pre-session (absolute) and Δ % (relative) were calculated. Parametric (t independent test) and nonparametric (Mann-Whitney test) statistics and effect size were applied to tests for efficacy.
VFT was statistically significant within WG (-3.07, df = 9, p = 0.013). We found no statistically significant differences between the two groups (p > 0.05). Effect size between groups of Δ % (median = 21 %) showed moderate effect for WG (0.63).
Our data show moderate improvement of semantic memory/executive function due to exergames session. It is possible that cognitive brain areas are activated during exergames, increasing clinical response.
A single session of exergames showed no significant improvement in short-term memory, working memory and semantic memory/executive function. The effect size for verbal fluency was promising, and future studies on this issue should be developed.
RBR-6rytw2.
平衡、步态和认知能力的改善是健身游戏的一些益处。很少有研究调查健身游戏对机构养老老年人认知的影响。
评估单次健身游戏对机构养老老年人认知的急性影响。
19名机构养老老年人被随机分为Wii组(WG,n = 10,86±7岁,2名男性)或对照组(CG,n = 9,86±5岁,1名男性)。WG组进行六项虚拟现实练习,而CG组进行六项无虚拟现实的练习。在健身游戏前后分别使用语言流畅性测试(VFT)、顺背数字广度和倒背数字广度来评估语义记忆/执行功能、短期记忆和工作记忆,并计算出会话后与会话前的差值(绝对值)和差值百分比(相对值)。采用参数统计(独立t检验)和非参数统计(曼-惠特尼检验)以及效应量来进行疗效测试。
WG组内VFT有统计学意义(-3.07,自由度=9,p = 0.013)。我们发现两组之间无统计学显著差异(p>0.05)。两组之间差值百分比的效应量(中位数=21%)显示WG组有中等效应(0.63)。
我们的数据表明,健身游戏会话使语义记忆/执行功能有适度改善。健身游戏期间认知脑区可能被激活,从而增强临床反应。
单次健身游戏在短期记忆、工作记忆和语义记忆/执行功能方面未显示出显著改善。语言流畅性的效应量很有前景,未来应开展关于此问题的研究。
RBR-6rytw2。