Rethinking the Prevention of Cognitive Decline in Healthy Older Adults: The Motor-Cognitive Active Gamified Immersive Cultural (MAGIC) Exergames.

IF 4.6 Q1 GERIATRICS & GERONTOLOGY
JMIR Aging Pub Date : 2026-09-30 DOI:10.2196/100013
Jean-Jacques Temprado
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引用次数: 0

Abstract

Unlabelled: Though exergames attract considerable research interest as tools for preserving cognitive function in older adults, a decade of meta-analytic evidence reveals a persistent gap between theoretical promise and empirical demonstration: exergames rarely outperform conventional motor-cognitive training and do not generate the sustained engagement that preventive benefit requires. These results reflect limitations that are structural: the field focused predominantly on clinical populations rather than primary prevention; training concepts borrowed from rehabilitation protocols rather than grounded in the specific neuroplastic mechanisms of the exergaming medium; and virtual environments that are digitally sophisticated but culturally and esthetically neutral, systematically excluding the stimulation that converging evidence from neuroaesthetics, cultural epidemiology, and narrative neuroscience identifies as a core active ingredient of brain health promotion. To address these limitations simultaneously, this viewpoint introduces Motor-Cognitive Active Gamified Immersive Cultural (MAGIC) exergames, defined as "virtual reality solutions in which motor-cognitive interactions are embedded in artistic content, cultural heritage, or historically situated narrative to exploit optimal neurobiological substrates of the intervention." Drawing on an integrated theoretical framework, we develop mutually reinforcing mechanistic pillars: multimodal sensorimotor engagement within ecologically valid immersive environments; semantic and narrative activation of memory systems; emotional and autobiographical resonance as a dopaminergic driver of learning consolidation and sustained participation; and the re-engineering of physical effort evaluation from aversive to appetitive through aesthetic pleasure and narrative absorption. A fundamental implication is that in MAGIC exergames, motivation is not engineered through gamification mechanics-it is released by the intrinsic value of inhabiting a culturally meaningful world. We further argue MAGIC exergames correspond to a specific use that is, Cultural Snacking, which consists of the serialization of MAGIC content into brief, narratively open daily episodes of 5 to 10 minutes, designed for 3 to 5 daily consumptions across varied contexts. This dosing architecture is compatible with the motivational profile of healthy older adults who do not identify as patients or trainees. The paper opens perspectives with a design and research agenda structured around three priorities: characterizing MAGIC exergames by the type of motor-cognitive interactions they deliver rather than by the technology platform; conducting mechanistic neuroimaging investigations targeting the specific biomarkers of neuroplastic benefit that creative cultural engagement is expected to produce; and building the intersectoral innovation ecosystem that brings cultural institutions, digital health teams, and older adults together as co-designers. Without waiting for MAGIC-specific trials, we invite the digital medicine, public health, and silver economy communities to recognize that museums, heritage sites, and cultural institutions are potentially the most ecologically valid, intrinsically motivating, and cost-effective substrates for a new generation of brain health exergames that are as meaningful as they are effective. The scientific, institutional, and economic conditions for this convergence already exist.

对预防健康老年人认知衰退的再思考:运动-认知活跃游戏化沉浸式文化(MAGIC)游戏。
未标记:尽管运动游戏作为保护老年人认知功能的工具引起了相当大的研究兴趣,但十年的元分析证据揭示了理论承诺和实证证明之间的持续差距:运动游戏很少优于传统的运动认知训练,也不能产生预防益处所需的持续参与。这些结果反映了结构性的局限性:该领域主要侧重于临床人群,而不是初级预防;从康复方案中借鉴的训练概念,而不是基于运动介质的特定神经可塑性机制;虚拟环境在数字上是复杂的,但在文化和美学上是中立的,系统地排除了神经美学、文化流行病学和叙事神经科学的证据,这些证据认为刺激是促进大脑健康的核心活性成分。为了同时解决这些限制,该观点引入了运动-认知主动游戏化沉浸式文化(MAGIC)游戏,定义为“虚拟现实解决方案,其中运动-认知互动嵌入艺术内容,文化遗产或历史叙事中,以利用干预的最佳神经生物学基础。”借鉴综合理论框架,我们开发了相互加强的机制支柱:生态有效沉浸式环境中的多模态感觉运动参与;记忆系统的语义和叙事激活;情感和自传体共振对学习巩固和持续参与的多巴胺能驱动作用通过审美愉悦和叙事吸收,对体力劳动评价从厌恶到渴望的重新设计。一个基本的暗示是,在《MAGIC》游戏中,动机不是通过游戏化机制设计出来的——它是由居住在一个有文化意义的世界的内在价值释放出来的。我们进一步认为,MAGIC游戏对应于一种特定的用法,即“文化零食”,即将MAGIC内容连载成每天5至10分钟的简短剧情,旨在满足3至5种不同情境下的日常消费。这种给药结构与不认为自己是患者或受训人员的健康老年人的动机特征相一致。本文围绕三个重点展开了设计和研究议程:通过运动-认知互动类型而不是技术平台来描述MAGIC游戏;开展机械性神经影像学调查,针对创造性文化参与预期产生的神经可塑性益处的特定生物标志物;建立跨部门创新生态系统,将文化机构、数字健康团队和老年人作为共同设计师聚集在一起。在没有等待magic特定试验的情况下,我们邀请数字医学、公共卫生和白银经济社区认识到,博物馆、遗产遗址和文化机构可能是新一代大脑健康游戏中最具生态有效性、内在激励和成本效益的基础,这些游戏既有效又有意义。实现这种融合的科学、制度和经济条件已经存在。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
JMIR Aging
JMIR Aging Social Sciences-Health (social science)
CiteScore
6.50
自引率
4.10%
发文量
71
审稿时长
12 weeks
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