Feasibility randomized controlled trial of a virtual reality exergame to improve physical and cognitive functioning in older people

dc.contributor.authorLiepa, Agris
dc.contributor.authorTang, Jason
dc.contributor.authorJaundaldere, Ingemara
dc.contributor.authorDubinina, Evita
dc.contributor.authorLarins, Viesturs
dc.contributor.institutionLatvian Academy of Sport Education (LASE)
dc.date.accessioned2024-10-08T08:10:01Z
dc.date.available2024-10-08T08:10:01Z
dc.date.issued2022
dc.descriptionPublisher Copyright: © 2022 The Author(s).
dc.description.abstractBackground: Falls risk becomes more common with age and is associated with higher rates of disability, mortality, and healthcare costs. Exergames have shown to elicit improvements in prefrontal cortex activity, balance, and postural control of seniors, all of which are associated with fall risk, but it is unknown whether virtual reality (VR) exergames, played using a three-dimensional headset can enhance the effects of cognitive and physiological functioning. Objective: Evaluation of the effects of a co-produced VR exergame “Falling diamonds” on physical performance, trunk stability and cognition, three attributes linked to falls risk in seniors. Methods: A total of 44 physically active participants aged 60–85 years were randomized to either the immersive VR exergame (n = 14), non-immersive exergame (n = 15), or control (n = 15). Static balance, leg strength, and gait speed were measured by the Short Physical Performance Battery, trunk stability was assessed using the Prone test and cognition was evaluated by the RehaCom screening soft-ware at baseline and follow-up at 9 weeks. Results: The VR exergame group experienced greater improvements in the cognition measures of selective attention control and speed (p = .009, p = .033) more than the exergame group (p = .010) and control (p = .049, p = .004). Conclusions: The evaluation and delivery methods of VR exergame Falling diamonds are feasible, and trial measures, procedures, and intervention are deemed acceptable by participants. Our findings indicate that using a VR exergame to exercise could improve cognition in seniors.en
dc.description.statusPeer reviewed
dc.format.extent391141
dc.identifier.citationLiepa, A, Tang, J, Jaundaldere, I, Dubinina, E & Larins, V 2022, 'Feasibility randomized controlled trial of a virtual reality exergame to improve physical and cognitive functioning in older people', Acta Gymnica, vol. 52, e2022.007. https://doi.org/10.5507/ag.2022.007
dc.identifier.doi10.5507/ag.2022.007
dc.identifier.issn2336-4912
dc.identifier.urihttps://dspace.rsu.lv/jspui/handle/123456789/16727
dc.identifier.urlhttp://www.scopus.com/inward/record.url?scp=85132133203&partnerID=8YFLogxK
dc.language.isoeng
dc.relation.ispartofActa Gymnica
dc.rightsinfo:eu-repo/semantics/openAccess
dc.subjectcognition
dc.subjectfalls risk
dc.subjectphysical performance
dc.subjectseniors
dc.subjecttrunk stability
dc.subjectvirtual reality exergame
dc.subject3.3 Health sciences
dc.subject3.1 Basic medicine
dc.subject1.1. Scientific article indexed in Web of Science and/or Scopus database
dc.subjectPhysical Therapy, Sports Therapy and Rehabilitation
dc.titleFeasibility randomized controlled trial of a virtual reality exergame to improve physical and cognitive functioning in older peopleen
dc.type/dk/atira/pure/researchoutput/researchoutputtypes/contributiontojournal/article

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