CIAMS, Université Paris Saclay, Orsay, France.
CIAMS, Université Paris Saclay, Orléans, France.
Geroscience. 2024 Apr;46(2):1825-1841. doi: 10.1007/s11357-023-00952-w. Epub 2023 Sep 25.
The aim of this study was to assess the potential of multidomain training using Immersive and Interactive Wall Exergames (I2WE) to improve the cognitive and physical functions of older adults. This new generation of exergames offers specific advantageous characteristics (e.g., immersion, virtual cognitive solicitation, high physical stimulation, complex motor skills, multiple social interactions) that could make I2WE an enjoyable multidomain training medium for older adults. A pilot study was set up with 34 participants (M = 69.91 years old). It used the pre-tests - training (3 months, 2 one-hour sessions per week for the 2 groups) - post-tests method to compare: a) the cognitive and the Dual-Task (DT) effects (primary outcomes), b) the physical effects and perceived pleasure (secondary outcomes) between an experimental group following an I2WE program (n = 19) to an active control group performing a Walking and Muscle-Strengthening (WMS) program (n = 15). While visuospatial short-term memory was improved for both groups, only I2WE training enhanced visuospatial working memory, inhibition, and DT. All physical functions, except upper body strength, were enhanced for the 2 groups. The perceived pleasure was higher for the I2WE group than the WMS group. The results of this first study have important clinical implications, showing that I2WE can optimize strategies to improve older adults' physical and cognitive health. Virtual and immersive cognitive stimulation combined with varied physical activity (i.e., aerobic, muscle-strengthening, complex motor skills) appear to be major assets of these new exergames. Moreover, the high level of perceived pleasure to I2WE makes it a promising tool for engaging older adults in sustained multidomain practice.
本研究旨在评估使用沉浸式互动墙健身体验游戏(I2WE)进行多领域训练的潜力,以改善老年人的认知和身体功能。这种新一代的健身体验游戏具有特定的优势特征(例如,沉浸感、虚拟认知刺激、高身体刺激、复杂运动技能、多种社交互动),这使得 I2WE 成为老年人愉快的多领域训练媒介。本研究采用预测试-训练(3 个月,每周 2 次,每次 1 小时,2 组)-后测试的方法,设立了一项试点研究,共纳入 34 名参与者(M=69.91 岁)。比较了:a)认知和双重任务(DT)效应(主要结局),b)实验组(19 人)进行 I2WE 训练和对照组(15 人)进行步行和肌肉强化(WMS)训练之间的身体效果和感知愉悦(次要结局)。虽然两组的空间短期记忆都得到了改善,但只有 I2WE 训练提高了空间工作记忆、抑制和 DT。除了上肢力量,两组的所有身体功能都得到了提高。I2WE 组的感知愉悦度高于 WMS 组。这项初步研究的结果具有重要的临床意义,表明 I2WE 可以优化策略,以提高老年人的身体和认知健康。虚拟和沉浸式认知刺激与多样化的身体活动(即有氧运动、肌肉强化、复杂运动技能)相结合,似乎是这些新健身体验游戏的主要优势。此外,I2WE 带来的高度感知愉悦度使其成为吸引老年人参与持续多领域实践的有前途的工具。