Ciemer Celina, Schott Nadja, Klotzbier Thomas Jürgen, Ghellal Sabiha
Institute for Sport and Movement Science, University of Stuttgart, Stuttgart, Germany.
Institute for Games, Stuttgart Media University, Stuttgart, Germany.
Front Psychol. 2025 Jun 3;16:1610377. doi: 10.3389/fpsyg.2025.1610377. eCollection 2025.
Falls are a prevalent health concern among older adults, potentially resulting in substantial physical, psychological, and social ramifications. Interventions aimed at fall prevention require effectiveness, enjoyment, and meaningfulness (EEM). As gait impairments are a key factor in fall risk, integrating natural locomotion and cognitive skills through single- and dual-task training is essential. We developed , a fully immersive virtual reality exergame that integrates natural gait and promotes EEM. This interdisciplinary pilot study examined the EEM of in healthy, community-dwelling older adults.
Forty-six participants were assigned to an intervention or passive control group using a single-blinded, quasi-randomized design. Over three weeks, the intervention group completed two 60-min sessions weekly. Baseline, mid-, and post-assessments included single- and dual-task gait (instrumented normal and tandem walks, counting task), lower limb strength and transitional movement (instrumented Five Times Sit-to-Stand test, 5xSTS), and static postural control (instrumented sway tests). In-game performance (time-to-complete) was recorded. Enjoyment was assessed via the Flow Short Scale (FKS), Physical Activity Enjoyment Scale (PACES-S) and adaptations, and Exergame Enjoyment Questionnaire (EEQ). Meaningfulness was assessed via the Activities-specific Balance Confidence Scales (ABC-6, ABC-8) and custom questions on perceived safety, fear of falling, daily-life integration, emotional challenges, and perceived effectiveness for fall prevention.
Data from 32 participants (16 intervention, age = 70.00 ± 3.33 years; 16 control, age = 68.38 ± 5.54 years) were analyzed. Significant improvements were found in walking gait speed ( = 0.019) and tandem gait speed ( = 0.032). Under dual-task conditions, only tandem gait speed improved significantly ( = 0.022). 5xSTS showed a significant interaction for total duration ( = 0.023), while postural sway demonstrated non-significant improvement trends. In-game station completion time improved significantly in 5 of 6 sets ( < 0.05). Enjoyment remained high or increased, and meaningfulness was supported by positive trends in ABC-6 ( = 0.094) and significant gains for ABC-8 ( = 0.026). Custom questions further supported these findings.
This study suggests that EXploVR is effective and enjoyable while fostering meaningfulness. Further research with larger samples and extended interventions is needed to confirm long-term effects and daily-life transfer.
跌倒在老年人中是一个普遍存在的健康问题,可能会导致严重的身体、心理和社会影响。旨在预防跌倒的干预措施需要具备有效性、趣味性和意义性(EEM)。由于步态障碍是跌倒风险的关键因素,通过单任务和双任务训练整合自然运动和认知技能至关重要。我们开发了EXploVR,这是一款完全沉浸式虚拟现实健身游戏,它整合了自然步态并促进EEM。这项跨学科的试点研究在健康的社区居住老年人中检验了EXploVR的EEM。
采用单盲、准随机设计将46名参与者分为干预组或被动对照组。在三周内,干预组每周完成两次60分钟的课程。基线、中期和后期评估包括单任务和双任务步态(仪器化的正常行走和串联行走、计数任务)、下肢力量和过渡运动(仪器化的五次坐立试验,5xSTS)以及静态姿势控制(仪器化的摇摆试验)。记录游戏中的表现(完成时间)。通过心流短量表(FKS)、身体活动享受量表(PACES-S)及其改编版本以及健身游戏享受问卷(EEQ)评估趣味性。通过特定活动平衡信心量表(ABC-6、ABC-8)以及关于感知安全性、跌倒恐惧、日常生活融入、情感挑战和预防跌倒感知有效性的自定义问题评估意义性。
对32名参与者的数据(16名干预组,年龄 = 70.00 ± 3.33岁;16名对照组,年龄 = 68.38 ± 5.54岁)进行了分析。发现步行步态速度( = 0.019)和串联步态速度( = 0.032)有显著改善。在双任务条件下,只有串联步态速度有显著改善( = 0.022)。5xSTS在总持续时间方面显示出显著的交互作用( = 0.023),而姿势摇摆显示出不显著的改善趋势。游戏中6组中的5组的站点完成时间有显著改善( < 0.05)。趣味性保持较高水平或有所提高,并且ABC-6的积极趋势( = 0.094)和ABC-8的显著增加( = 0.026)支持了意义性。自定义问题进一步支持了这些发现。
本研究表明EXploVR在培养意义性的同时是有效且有趣的。需要进行更大样本和更长时间干预的进一步研究来确认长期效果和向日常生活的转化。