Jürgen Pripfl, Thomas E Dorner, Christina Fastl, Christoph Gisinger
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引用次数: 0
Abstract
Objective: To evaluate the effects of a 4-week "BikeRacer-Multitasking" computer-based training program on various outcomes, such as multitasking ability, and performance in complex situations on a bicycle exercise course, in comparison with two active control groups. Materials and Methods: Randomized controlled study including 56 participants aged 65 years or older. The intervention group (IG) performed 4 weeks of training with the BikeRacer-Multitasking computer game, in which two tasks had to be carried out at the same time: steering a bicycle on a given path, reacting to a target stimulus as quickly as possible, and ignoring three further distractor stimuli. The first control group (CG1) trained with a version of the BikeRacer game without the multitasking component, and the second control group (CG2) played Sudoku. All three groups performed questionnaire-based psychometric performance tests and tasks on a real-life bicycle exercise course twice, before and after the intervention. Results: Processing speed improved significantly over time in all three groups. Selective attention (correct answers) significantly improved in the IG and CG1, but not in CG2 (P = 0.022 for the interaction). Multitasking ability and divided attention significantly improved in IG, decreased in CG1, and showed no change in CG2 (P = 0.005 for the interaction). All three groups showed significantly better performances in some of the multitasking components in the bicycle course after the training compared with before (no significant group interaction). Conclusion: BikeRacer-Multitasking game increased the multitasking ability of senior cyclists as well as their performance in complex situations of a bicycle exercise course.
期刊介绍:
Games for Health Journal is the first peer-reviewed journal dedicated to advancing the impact of game research, technologies, and applications on human health and well-being. This ground-breaking publication delivers original research that directly impacts this emerging, widely-recognized, and increasingly adopted area of healthcare. Games are rapidly becoming an important tool for improving health behaviors ranging from healthy lifestyle habits and behavior modification, to self-management of illness and chronic conditions to motivating and supporting physical activity. Games are also increasingly used to train healthcare professionals in methods for diagnosis, medical procedures, patient monitoring, as well as for responding to epidemics and natural disasters. Games for Health Journal is a must for anyone interested in the research and design of health games that integrate well-tested, evidence-based behavioral health strategies to help improve health behaviors and to support the delivery of care. Games for Health Journal coverage includes: -Nutrition, weight management, obesity -Disease prevention, self-management, and adherence -Cognitive, mental, emotional, and behavioral health -Games in home-to-clinic telehealth systems