Himmelmeier Robin Maximilian, Nouchi Rui, Saito Toshiki, Burin Dalila, Wiltfang Jens, Kawashima Ryuta
Department of Functional Brain Image, Institute of Development, Aging and Cancer (IDAC), Tohoku University, Sendai, Japan.
Department of Psychiatry and Psychotherapy, University Medical Center Göttingen (UMG), Göttingen, Germany.
Front Aging Neurosci. 2019 Sep 18;11:260. doi: 10.3389/fnagi.2019.00260. eCollection 2019.
: Elderly people are affected by processes leading to decline in various aspects of daily living that impair their quality of life. Regarding neurological aspects, executive functions have been shown to be valuable for daily life and to slow decline during aging. Most intervention studies intended to improve cognitive functions during aging specifically address long-term destructive processes and countermeasures. However, to an increasing degree, studies also investigate the acute benefits that prove to be useful for daily life, such as physical exercise or video games in the form of exercise video gaming ("exergaming"). Because little is known about the change in cognitive ability following acute intervention of a combination of physical exercise and video gaming, especially for older people, this work is designed as an attempt to address this matter. : This study is a randomized crossover controlled trial to test the response to an acute bout of high-intensity physical exercise followed by a short session with a brain training (Brain Age) video game in physically active and cognitively healthy older adults (60-70 years). The response is measured using Stroop task performance (cognitive task for executive function) and related brain activity assessed with functional magnetic resonance imaging (fMRI). The control conditions are low-intensity physical exercise and Tetris for video gaming. : This study is intended to provide insight into the alteration of executive function and its related brain activity from an acute intervention with a combination of physical exercise and video gaming in older people. The protocol might not be implementable in daily life to improve cognitive abilities. However, the results can support future studies that investigate cognition and the combination of physical exercise and video gaming. Moreover, it can provide real-life implications. : This trial was registered in The University Hospital Medical Information Network Clinical Trials Registry (UMIN000033054). Registered 19 July 2018, https://upload.umin.ac.jp/cgi-open-bin/ctr/ctr_view.cgi?recptno=R000037687.
老年人会受到导致日常生活各方面功能衰退的过程的影响,这些过程会损害他们的生活质量。在神经学方面,执行功能已被证明对日常生活很重要,并且在衰老过程中能减缓功能衰退。大多数旨在改善衰老过程中认知功能的干预研究特别关注长期的破坏性过程及应对措施。然而,越来越多的研究也在调查那些被证明对日常生活有用的急性益处,比如体育锻炼或以运动类电子游戏(“健身游戏”)形式出现的电子游戏。由于对于体育锻炼和电子游戏相结合的急性干预后认知能力的变化知之甚少,尤其是对于老年人,本研究旨在解决这一问题。
本研究是一项随机交叉对照试验,旨在测试身体活跃且认知健康的老年人(60 - 70岁)在进行一轮高强度体育锻炼后紧接着进行一场大脑训练(《脑年龄》)电子游戏短疗程后的反应。使用斯特鲁普任务表现(执行功能的认知任务)来衡量反应,并通过功能磁共振成像(fMRI)评估相关的大脑活动。对照条件是低强度体育锻炼和玩俄罗斯方块电子游戏。
本研究旨在深入了解老年人通过体育锻炼和电子游戏相结合的急性干预后执行功能及其相关大脑活动的变化。该方案在日常生活中可能无法用于改善认知能力。然而,研究结果可以为未来调查认知以及体育锻炼和电子游戏相结合的研究提供支持。此外,它还能提供实际生活中的启示。
该试验已在大学医院医学信息网络临床试验注册中心(UMIN000033054)注册。于2018年7月19日注册,网址为https://upload.umin.ac.jp/cgi-open-bin/ctr/ctr_view.cgi?recptno=R000037687 。