Department of Optometry, College of Applied Medical Sciences, King Saud University, PO BOX 68953, Riyadh, Riyadh, 11537, Saudi Arabia.
School of Optometry and Vision Science, University of Waterloo, 200, University Ave. West, Waterloo, ON, N2L 3G1, Canada.
BMC Geriatr. 2021 Jun 30;21(1):405. doi: 10.1186/s12877-021-02358-9.
Body movement-controlled video games involving physical motion and visual attention may have the potential to train both abilities simultaneously. Our purpose was to determine the associations between performance in these games and visual attention, balance and mobility in a group of older adults. The long-term goal is to identify the optimal type of interactive games with regards to training potential.
Fifty healthy adults aged 65+ years participated in this cross-sectional study. Visual attention was measured with static and dynamic versions of a useful field of view (UFV) and a multiple object tracking (MOT) test. Balance was measured with a force plate in bi-pedal quiet stance test (QST) and one-legged stance (OLST). Gait variability and walking speed were assessed with the Five Meter Walk Test (5MWT). Four Microsoft™ Xbox® 360 Kinect™ interactive video games were chosen based on the apparent levels of visual attention demand.
Visual attention (UFV and MOT) was significantly associated with performance in Xbox® Kinect™ games that appeared to have a high visual attention demand (p < 0.05), while there was minimal or no significant association with games with apparent low visual attention demand. Balance and mobility show correlations with visual attention, and with Xbox games.
The results suggest that there are relationships between visual attention, balance, mobility and Xbox® Kinect™ game performance. Since different Xbox® games were associated with different balance, mobility and visual attention scores, a variety of such games, rather than a single game, may be most effective for training for falls prevention.
涉及身体运动和视觉注意力的身体运动控制视频游戏可能具有同时训练这两种能力的潜力。我们的目的是确定这些游戏的表现与一组老年人的视觉注意力、平衡和移动能力之间的关联。长期目标是确定具有最佳训练潜力的互动游戏类型。
50 名 65 岁以上的健康成年人参加了这项横断面研究。使用有用视野 (UFV) 的静态和动态版本以及多项对象跟踪 (MOT) 测试来测量视觉注意力。使用双足静立测试 (QST) 和单腿站立 (OLST) 中的力板来测量平衡。使用五米步行测试 (5MWT) 评估步态变异性和步行速度。根据视觉注意力需求的明显水平,选择了四个 Microsoft™Xbox®360 Kinect™互动视频游戏。
视觉注意力 (UFV 和 MOT) 与似乎需要高视觉注意力的 Xbox® Kinect™游戏的表现显著相关(p<0.05),而与明显需要低视觉注意力的游戏则没有明显关联。平衡和移动能力与视觉注意力和 Xbox 游戏相关。
结果表明,视觉注意力、平衡、移动能力和 Xbox® Kinect™游戏表现之间存在关系。由于不同的 Xbox®游戏与不同的平衡、移动和视觉注意力评分相关,因此多种此类游戏而不是单一游戏可能最适合预防跌倒训练。