Kosiolek Thomas C, Möller Dirk, Giannouli Eleftheria
Faculty of Business and Social Sciences, Osnabrück University of Applied Sciences, Albrechtstr. 30, 49076, Osnabrück, Germany.
Department of Health Sciences and Technology, ETH Zurich, Leopold-Ruzicka-Weg 4, 8093, Zurich, Switzerland.
Curr Res Physiol. 2025 Jul 28;8:100158. doi: 10.1016/j.crphys.2025.100158. eCollection 2025.
This study examines lower-leg muscle activity during four exergames with varying movement demands in older adults. A secondary objective is to compare individual muscle activity across the exergames.
Exergaming, which combines physical exercise with interactive video games, is increasingly used in older adults' rehabilitation, improving balance, strength, and cognitive function. Prior research suggests that different exergames engage specific motor functions. However, the activity of key lower-leg muscles-critical for balance-has not been systematically analyzed across exergames with varying movement demands (e.g., weight shifts, multidirectional steps, stepping in place, and walking).
This cross-sectional study investigates muscle activity of the M. tibialis anterior, M. gastrocnemius, and M. soleus during four exergames using surface EMG. Muscle activity is quantified as Root Mean Square (RMS 100) values and normalized to the maximum voluntary contraction (MVC). Exergames are performed on the Dividat Senso platform, each emphasizing different movement patterns: multidirectional stepping, balance shifting, stepping in place, and whole-platform stepping. Thirty older adults (≥65 years) with no major functional or cognitive impairments (SPPB ≥7, MoCA ≥26) will be recruited. Exclusion criteria include severe motor impairments, mobility restrictions, extreme visual impairments, unstable cardiovascular conditions, or language barriers. Muscle activity will be compared across exergames using Multivariate Analysis of Variance (MANOVA), followed by univariate ANOVAs to identify specific differences.
This study will identify muscle-specific activity patterns during exergames, informing targeted rehabilitation and exergame design. Findings may improve training strategies for balance enhancement and fall prevention in older adults, with potential benefits for healthcare cost reduction and quality of life.
本研究考察老年人在四项具有不同运动需求的体感游戏中下肢肌肉的活动情况。次要目的是比较各项体感游戏中个体肌肉的活动情况。
将体育锻炼与交互式电子游戏相结合的体感游戏越来越多地应用于老年人的康复治疗中,有助于改善平衡能力、力量和认知功能。先前的研究表明,不同的体感游戏涉及特定的运动功能。然而,对于平衡至关重要的关键下肢肌肉的活动,尚未在具有不同运动需求(如体重转移、多方向步、原地踏步和行走)的体感游戏中进行系统分析。
本横断面研究使用表面肌电图调查四项体感游戏中胫骨前肌、腓肠肌和比目鱼肌的肌肉活动。肌肉活动以均方根(RMS 100)值进行量化,并归一化为最大自主收缩(MVC)。体感游戏在Dividat Senso平台上进行,每项游戏都强调不同的运动模式:多方向踏步、平衡转移、原地踏步和全平台踏步。将招募30名年龄≥65岁、无重大功能或认知障碍(SPPB≥7,MoCA≥26)的老年人。排除标准包括严重运动障碍、行动不便、严重视力障碍、不稳定的心血管疾病或语言障碍。将使用多变量方差分析(MANOVA)比较各项体感游戏中的肌肉活动,随后进行单变量方差分析以确定具体差异。
本研究将确定体感游戏中特定肌肉的活动模式,为有针对性的康复治疗和体感游戏设计提供依据。研究结果可能会改善老年人平衡能力增强和跌倒预防的训练策略,对降低医疗成本和提高生活质量具有潜在益处。