{"title":"Effectiveness of Active Video Games Used to Augment Physical Therapy for Improving Gross Motor Outcomes of Children with Cerebral Palsy: A Systematic Review and Meta-Analysis.","authors":"Shivangi Bajpai, Pegah Firouzeh, Lesley Pritchard","doi":"10.1089/g4h.2024.0137","DOIUrl":"10.1089/g4h.2024.0137","url":null,"abstract":"<p><p><b><i>Background:</i></b> Active video games may be beneficial for improving gross motor outcomes when used to augment traditional physical therapy for children and youth with cerebral palsy (CP). However, their effectiveness for improving gross motor outcomes is unclear. The purpose of this systematic review and meta-analysis was to determine the effectiveness of active video game interventions combined with physical therapy compared to physical therapy alone for improving gross motor outcomes for children with CP. <b><i>Materials and Methods:</i></b> MEDLINE, CINAHL, Scopus, EMBASE (Ovid), PsycINFO, and SPORTDiscus databases were searched for relevant literature published prior to January 27, 2023. Eligible studies (a) were published in English, (b) used a randomized study design comparing active video games plus physical therapy to physical therapy alone, (c) included children and/or adolescents with CP (aged 5-18 years), and (d) measured gross motor outcomes. Included articles were assessed for bias (Cochrane risk-of-bias tool-version 2) (RoB-2), outcomes across studies were evaluated for evidence certainty using Grading of Recommendations Assessment, Development, and Evaluation (GRADE), and meta-analyses were conducted on outcomes when at least two studies used the same outcome measure. <b><i>Results:</i></b> Twelve articles met the inclusion criteria. Very low certainty evidence supported the use of active video games as an augmentative intervention for improving gross motor function (<i>Z</i> = 3.33; <i>P</i> < 0.001). Meta-analyses focused on other gross motor outcomes (i.e., balance and walking speed/distance) were not statistically significant. <b><i>Conclusion:</i></b> Active video games may be beneficial in combination with regular physical therapy for improving gross motor function. However, current evidence is weak, and high-quality research is required.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"415-428"},"PeriodicalIF":2.8,"publicationDate":"2025-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144286819","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Rosemeyre Alcarde Nuvolini, Keyte Guedes Da Silva, Tatiana Beline De Freitas, Flávia Doná, Camila Torriani-Pasin, José Eduardo Pompeu
{"title":"Exergame-Based Program and Conventional Physiotherapy Based on Core Areas of the European Guideline Similarly Improve Gait and Cognition in People with Parkinson's Disease: Randomized Clinical Trial.","authors":"Rosemeyre Alcarde Nuvolini, Keyte Guedes Da Silva, Tatiana Beline De Freitas, Flávia Doná, Camila Torriani-Pasin, José Eduardo Pompeu","doi":"10.1089/g4h.2024.0116","DOIUrl":"10.1089/g4h.2024.0116","url":null,"abstract":"<p><p><b><i>Background:</i></b> Gait impairments are among the most common and disabling symptoms of Parkinson's disease and are especially aggravated in dual-task conditions. Interventions with conventional physical therapy improve gait cadence and speed, cognition, fear of falling, and freezing of gait. However, exergames have attracted interest in the treatment of people with Parkinson's disease due to the characteristics of the training that benefit neuroplasticity and motor learning. <b><i>Objective:</i></b> The aim of this study was to analyze the effects of training based on Kinect exergames compared to conventional physiotherapeutic training based on core areas of the European physiotherapy guideline on functional mobility, gait, and cognitive functions. <b><i>Materials and Methods:</i></b> Thirty-eight people with idiopathic Parkinson's disease were randomized into two groups and underwent 14 intervention sessions, twice a week, for 60 minutes each. The primary outcome was postural stability in gait, which was evaluated using the Functional Gait Assessment. Secondary outcomes were functional mobility and impact of the dual task assessed using the Timed & Up and Go Test; gait speed by the 10-meter Walk Test in single and dual task; and cognitive functions assessed through the Montreal Cognitive Assessment. <b><i>Results:</i></b> After training, there was an improvement in the Functional Gait Assessment and Timed & Up and Go Test. <b><i>Conclusion:</i></b> Interventions based on Kinect AdventuresTM games and conventional physiotherapy based on the central areas of the European guideline promoted similar improvements in gait stability and functional mobility of people with Parkinson's disease, without differences between them. However, the benefits did not extend to cognitive function and other gait parameters.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"358-368"},"PeriodicalIF":2.8,"publicationDate":"2025-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143755199","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Improving Health Care Training: A Serious Game Approach to Malnutrition Screening.","authors":"Håvard Vibeto, Markus Sebastian Bakken Storeide","doi":"10.1089/g4h.2024.0170","DOIUrl":"10.1089/g4h.2024.0170","url":null,"abstract":"<p><p><b><i>Objective:</i></b> This pilot study explores the potential of the serious game Kamferhjemmet in training health care professionals in Norway on the use of the Malnutrition Universal Screening Tool (MUST). <b><i>Materials and Methods:</i></b> Using a multimethods approach, the research involved pre- and postgame surveys, interviews, and observations with 29 participants from two health care institutions. <b><i>Results:</i></b> The findings revealed that while participants generally exhibited high digital literacy and had a positive attitude toward game-based learning, there were notable challenges, including game repetitiveness, interface issues, and the difficulty of integrating the game into busy work schedules. Despite these challenges, the majority of participants believed the game enhanced their proficiency with MUST. <b><i>Conclusion:</i></b> The study concludes that while Kamferhjemmet shows promise as an educational tool, further refinements to the game design and structured implementation within health care training programs are needed. Future research should explore a comparison with traditional training methods to fully assess the effectiveness of serious games in health care education.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"369-379"},"PeriodicalIF":2.8,"publicationDate":"2025-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143781500","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Enhancing Cognition, Self-Efficacy, and Postural Control Skills of Persons with Schizophrenia Spectrum Disorders Using Immersive Puzzle Video Games.","authors":"Jen-Suh Chern, Yu Yang, Chien-Chun Chu","doi":"10.1089/g4h.2024.0173","DOIUrl":"10.1089/g4h.2024.0173","url":null,"abstract":"<p><p><b><i>Introduction:</i></b> Players' engagement in video games is dependent on their level of immersion in the virtual gaming environment. Tabletop (TT) puzzle video games (PVGs), which are usually played in a sedentary posture and require upper limb motor skill, improve players' cognition and upper limb motor performance. Immersive PVGs, such as Angry Birds, have been created recently. These games are played in a standing mode and require the players to shift their center of gravity (COG) to achieve the gaming goals. Their task-oriented nature makes it possible for these video games to improve players' self-efficacy. However, there is a lack of research into the cognitive, upper and lower limb motor performance, capacity to shift the COG, that is, stability limit, and self-efficacy benefits of immersive PVGs played in standing mode. <b><i>Objectives:</i></b> This study examined the effects of an immersive physics-based PVG (PBPVG), the Angry Birds, on cognition, motor outcomes, and self-efficacy. Immersive video games were developed in order to enable a high level of immersion and engagement. We hypothesized that following three sessions per week for 12 weeks of training, players would demonstrate improvements in cognition, upper and lower limb motor performance, stability limit, and self-efficacy. <b><i>Methods:</i></b> A sample of 82 adults with schizophrenia spectrum disorders recruited from two psychiatric rehabilitation units were assigned by lottery randomization to an experimental group or a control group (<i>n</i> = 41 respectively). Participants in the experimental group played Angry Birds in standing mode for three 50-minute sessions per week for 12 weeks. Processing speed and cognitive flexibility (two critical components of integrated cognition), upper and lower limb motor performance, stability limit, and self-efficacy were evaluated at baseline and at 12 weeks. <b><i>Results:</i></b> A repeated measures two-way analysis of variance revealed significant interaction effects (<i>P</i> = 0.021-<i>P</i> < 0.001) with medium to large effect sizes (<i>η<sub>p</sub><sup>2</sup></i> = 0.064-0.241) for stability limit and self-efficacy. Significant main effects <i>(P</i> < 0.001) with medium to large effect sizes (<i>η<sub>p</sub><sup>2</sup></i> = 0.095-0.277) for processing speed and upper and lower limb motor performance were found. The following simple main effects examined with one-way analysis of covariance showed significant improvement (<i>P</i> < 0.001) with medium to large effect sizes (<i>η<sub>p</sub><sup>2</sup></i> = 0.151-0.249) for stability limit and self-efficacy. A near significant difference (<i>P</i> = 0.063) with a near medium effect size (<i>η<sub>p</sub><sup>2</sup></i> = 0.040) showed improvement in cognitive flexibility, but nonsignificant improvement (<i>P</i> > 0.05) with a trivial effect size (<i>η<sub>p</sub><sup>2</sup></i> = 0.001) for processing speed and a small effect size (<i>η<sub>p</sub><sup>2</sup","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"398-407"},"PeriodicalIF":2.8,"publicationDate":"2025-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144021769","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Development and Usability Testing of a 3D Virtual Simulation Game in Teaching Intravenous Fluid Therapy in Nursing Education.","authors":"Emine Kuruca Ozdemir, Leyla Dinc, Hasmet Gurcay","doi":"10.1089/g4h.2024.0172","DOIUrl":"10.1089/g4h.2024.0172","url":null,"abstract":"<p><p><b><i>Objective:</i></b> To describe the gamification process of peripheral intravenous catheterization (PIVC) and intravenous fluid therapy (IFT) in nursing education and conduct usability testing of the 3D virtual simulation game. <b><i>Materials and Methods:</i></b> A 3D virtual simulation game was developed to teach PIVC and IFT based on the current literature, Kolb's Experiential Learning Theory, and Schell's Elemental Tetrad. The game, IntraveNurseGame, had 11 stages, and it rewarded the players with score-based titles based on Benner's clinical competence stages. Usability testing was conducted with 17 participants, including 5 nursing experts and 12 senior nursing students. Heuristic evaluation with experts, think-aloud method, and user tests were performed using the Game Evaluation Questionnaire and GUESS-20-TR-Scale. Qualitative and quantitative data analysis were used. <b><i>Results:</i></b> Experts were satisfied with the game experience and had fun. The game met their expectations and could help the nursing students learn the subject. Experts provided suggestions, including visual similarity of some animations, instructions regarding how to use the mouse cursor, and encouragement for students to remember the steps of the actual procedure by removing the instructions from some stages. Users scored the GUESS-20-TR mean score above the moderate level (5.71 ± 0.90), showing they were satisfied with the gaming experience. <b><i>Conclusion:</i></b> The 3D virtual simulation game had good usability features with some areas of improvement. The theories and elements used in this study can help nurse educators and researchers develop effective games and engaging game-rewarding systems. The usability testing provided valuable information for the games to be developed in the future.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"408-414"},"PeriodicalIF":2.8,"publicationDate":"2025-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144041122","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"The Effect of Emergency Escape Room Simulation on Knowledge, Anxiety, and Satisfaction Levels of Students: A Randomized Controlled Trial.","authors":"Hacer Ozel, Elif Gezginci Akpinar","doi":"10.1177/2161783X251378638","DOIUrl":"10.1177/2161783X251378638","url":null,"abstract":"<p><p><b><i>Background:</i></b> The aim of this study is to determine the effect of escape room simulation intervention on the knowledge, anxiety, and satisfaction levels of students in emergency nursing education. <b><i>Methods:</i></b> This randomized controlled study was conducted with 40 students studying at the nursing faculty of a university in Istanbul. The students in the intervention group (<i>n</i> = 20) were given an escape room simulation intervention related to emergency nursing education. The students in the control group (<i>n</i> = 20) were not given any intervention other than the traditional education method. Data were collected using the Knowledge Test, State Anxiety Scale, and Visual Analog Scale for satisfaction. <b><i>Results:</i></b> The knowledge level of the students in the intervention group measured immediately after the education (<i>P</i> = 0.003), 1 week after the education (<i>P</i> < 0.001), and 1 month after the education (<i>P</i> < 0.001) was found to be significantly higher than that of the control group. While no significant difference was found in anxiety levels before and after the education between the groups, a significant difference was found in anxiety levels before and after the training in the intervention group (<i>P</i> < 0.001). The satisfaction level measured immediately after the education was found to be significantly higher in the intervention group than in the control group (<i>P</i> < 0.001). <b><i>Conclusion:</i></b> This study show that escape room simulation increased emergency nursing knowledge and satisfaction and reduced anxiety levels of the students. It is recommended that escape room simulation intervention be used in more studies in nursing education. The study was registered on ClinicalTrials.gov.tr with the number NCT06619119.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":""},"PeriodicalIF":2.8,"publicationDate":"2025-09-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145132092","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Does Healthy Cooking Lead to Healthy Choices? Exploring the Impact of a Virtual Reality Cooking Game on Healthy Eating Decisions.","authors":"Yilin Yang, Mengying Liu, Minqi Lyu, Jianping Huang","doi":"10.1177/2161783X251378648","DOIUrl":"https://doi.org/10.1177/2161783X251378648","url":null,"abstract":"<p><p><b><i>Objective:</i></b> Cooking plays a crucial role in healthy eating, and food exposure during cooking significantly influences people's health and well-being. Given the challenges faced by novice cooks and the general lack of interest in cooking, this research proposes utilizing a highly engaging cooking game as an alternative to real-life cooking, allowing individuals to achieve the same health-boosting benefits as traditional cooking while enjoying the game. Additionally, this study will examine the moderating role of food type and cooking manner in this process. <b><i>Methods:</i></b> Two preregistered behavioral experiments (<i>N</i><sub>study1</sub> = 60, <i>N</i><sub>study2</sub> = 54) were conducted to examine how using different types of food (healthy vs. unhealthy) in a cooking game affects subsequent food choices, and how the cooking manner (neat vs. messy) moderates this effect. <b><i>Results:</i></b> Study 1 found that cooking healthy food led to healthier food choices after gaming. Study 2 revealed a significant moderating effect of cooking manner: When cooking healthy food, a neat cooking manner led individuals to subsequently choose fewer healthy foods, while a messy cooking manner led to an increase; conversely, when cooking unhealthy food, participants who cooked neatly chose more healthy food, while those who cooked messily chose less healthy food. <b><i>Conclusions:</i></b> These findings suggest that an engaging cooking game could replace real-life cooking as a direct and effective strategy to promote healthy eating. The results also highlight the importance of context-specific strategies in designing and implementing health interventions to prevent unintended consequences arising from excessive cues.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":""},"PeriodicalIF":2.8,"publicationDate":"2025-09-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145034605","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Ross Shegog, Christine Markham, Melissa Peskin, Robert C Addy, Sara Dube, Diane Santa Maria, Susan Tortolero Emery, Johnny M Wilkerson, Elizabeth Baumler, Laura Armistead, Pooja Chaudhary, Hsing-Yi Song, Angela Spencer, Jeffery McLaughlin
{"title":"The \"Secret of Seven Stones\": Short-Term Efficacy of an Online Intergenerational Sexual Health Education Game for Early Adolescents and Their Parents.","authors":"Ross Shegog, Christine Markham, Melissa Peskin, Robert C Addy, Sara Dube, Diane Santa Maria, Susan Tortolero Emery, Johnny M Wilkerson, Elizabeth Baumler, Laura Armistead, Pooja Chaudhary, Hsing-Yi Song, Angela Spencer, Jeffery McLaughlin","doi":"10.1177/2161783X251370416","DOIUrl":"https://doi.org/10.1177/2161783X251370416","url":null,"abstract":"<p><p><b><i>Objectives:</i></b> Intergenerational games offer a potential channel to impact parent-youth sexual health communication. The \"Secret of Seven Stones\" (SSS) is an 18-level online adventure game and parent website designed to engage parents and youth (11-14 years) in conversations about healthy dating relationships and sexual behavior and to provide sexual health skills training to youth. Study hypotheses were that SSS exposure would increase sexual health parent-child communication, increase youth intentions to delay sexual debut, and reduce youth exposure to situations that promote sexual activity. <b><i>Materials and Methods:</i></b> SSS was evaluated in the homes of parent-youth dyads randomly assigned to intervention (<i>n</i> = 40) and comparison (<i>n</i> = 45) conditions. Online surveys were used to collect baseline and three-month follow-up data on dyadic sexual health communication, determinants for communication and youth sexual behavior, and game usability ratings. <b><i>Results:</i></b> Dyads comprised parents (<i>n</i> = 83, 47% white, 93% female, 44.4 ± 5.8 years) and youth (<i>n</i> = 83, 42% white, 54% male, 12.9 ± 1.1 years, and 96% sexually inexperienced). Frequency of parent-youth sexual health communication and youth communication self-efficacy increased in those playing SSS compared with those in the comparison group (<i>P</i> < 0.01). Youth perceived parent-youth communication as more open and demonstrated significant improvement in condom and human immunodeficiency virus/sexually transmitted infection knowledge and perceptions of parents' beliefs about sex (<0.001). Usability ratings were higher on ease, credibility, and helpfulness (all >78%) but lower on duration and appeal (<56%). <b><i>Conclusion:</i></b> This study demonstrated the utility of an in-home intergenerational sexual health education game to impact parent-youth communication by short-term follow-up. Further investigation of longer-term behavioral impact is indicated.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":""},"PeriodicalIF":2.8,"publicationDate":"2025-09-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145034565","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"To Evaluate the Feasibility of Exergames for Fine Motor Skill Rehabilitation Among Acute Stroke Patients in a Tertiary Hospital: A Quasi-experimental Study.","authors":"Nan Wu, Darshini Devi Rajasegeran, Fazila Aloweni, Shin Yuh Ang, Karen Heslop","doi":"10.1177/2161783X251370423","DOIUrl":"https://doi.org/10.1177/2161783X251370423","url":null,"abstract":"<p><p><b><i>Background:</i></b> Upper limb (UL) impairments can affect fine motor control, including the ability to grasp and manipulate objects. Exergames, an innovative and technology-driven intervention, may enhance patient engagement and adherence to rehabilitation exercises. However, there is limited evidence assessing their feasibility in the acute care setting, immediate post-stroke. <b><i>Aim:</i></b> This study aimed to evaluate the feasibility of exergames among acute and subacute stroke survivors and to identify factors influencing their acceptability and usability. <b><i>Methods:</i></b> A quasi-experimental, one-group post-test design was employed, with convenience sampling to recruit acute and subacute stroke patients experiencing UL impairments. Participants engaged in two exergames, \"Fishing\" and \"Brave Bird,\" at least once. These games were specifically designed to promote improved hand and finger movement. Post-intervention data were collected using the technology acceptance model (TAM) questionnaire, measuring user-friendliness, attitudes, and intentions for future use. <b><i>Results:</i></b> A total of 47 participants were recruited, with a mean age of 61.2 years. The overall mean TAM score was 70.72 (±12.64; range: 39-84/84), indicating high acceptance and usability of the exergames. Younger participants showed significantly higher TAM scores (76.24 ± 6.56; <i>P</i> = 0.026). Males had higher scores (72.67 ± 12.75) compared with females (67.95 ± 12.28). Participants with higher education had the greatest TAM scores (77.11 ± 4.44), while bedbound participants reported the lowest scores (45 ± 8.49). <b><i>Conclusions:</i></b> Exergames were feasible and acceptable for UL recovery in acute stroke patients. User acceptance varied by age, gender, education, and mobility, emphasizing the need for personalized approaches in designing technology-based rehabilitation interventions.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":""},"PeriodicalIF":2.8,"publicationDate":"2025-08-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144974139","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Effects of Resistance Exercise Combined with Cognitive Intervention Therapy on Cognitive Decline: A Randomized Controlled Trial of a Cognitively Declining Elderly Population.","authors":"Tong Wu, Ting Han, Dian Zhu","doi":"10.1089/g4h.2024.0055","DOIUrl":"10.1089/g4h.2024.0055","url":null,"abstract":"<p><p><b><i>Objective:</i></b> To design a randomized controlled trial combining resistance exercise and cognitive intervention to carry out a dual-task computer-aided product design that combines hardware and software to explore the effects of different intensities of resistance exercise on cognitive function in elderly individuals with cognitive decline. <b><i>Materials and Methods:</i></b> Forty-eight participants (aged between 60 and 75 years) who satisfied the specified criteria were randomly assigned to one of four groups as follows: control (<i>n</i> = 12), low intensity (<i>n</i> = 12), medium intensity (<i>n</i> = 12), and high intensity (<i>n</i> = 12). The control group exclusively underwent cognitive training, whereas the experimental group underwent dual-task training at varying resistance exercise intensities. The main outcomes were short-term effects on cognitive function and lower limb strength using the Montreal Cognitive Assessment (MoCA), One-Rep Max (1RM) data, and training scores. The secondary outcomes were the effects of the participants' subjective fatigue and the system availability of the product. <b><i>Results:</i></b> The experimental group subjected to medium-intensity exercise exhibited the most substantial improvement in MoCA score (<i>P</i> = 0.017). All the groups achieved training scores that were substantially higher than the initial data (<i>P</i> < 0.05), and significant 1RM values were obtained for the left and right legs in the middle- and high-strength groups (<i>P</i> < 0.05). In addition, the participants indicated a positive experience with the application. <b><i>Conclusions:</i></b> Overall, we found support for the feasibility and acceptability of the product developed by dual-task therapy based on resistance exercise combined with cognitive intervention and showed the initial impact prospect of moderate-intensity resistance exercise. Future applications should be replicated in older individuals with Clinical trial registration: NCT06220565 Ethical approval: H2022013I decline.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"281-294"},"PeriodicalIF":2.8,"publicationDate":"2025-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142741046","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}