主动增强现实游戏对老年人身体活动和认知的影响:可行性研究。

IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2025-10-03 DOI:10.2196/73221
Amy Shirong Lu, Bhagyashree Parkar, Shiveshchandra Gupta, Sierra Hall, Dominika M Pindus, Arthur F Kramer
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引用次数: 0

摘要

背景:身体活动(PA)可以增强身体健康以及认知和大脑健康,但激励老年人开始和维持PA仍然具有挑战性,这一困难因COVID-19大流行而加剧。主动增强现实(AAR)游戏将数字游戏玩法与现实世界的物理运动相结合,为生活在独立生活环境中的老年人提供了一种愉快和方便的PA推广手段,减轻了恶劣天气和不利的社区环境等障碍。然而,有限的研究探讨了AAR干预在这一人群中的可行性和影响。目的:本可行性研究考察了AAR游戏提高老年人PA水平和认知功能的可接受性、安全性和初步效果,以及他们的用户体验。我们还研究了使用最小设备和有限物理空间的家庭AAR游戏玩法的实用性。方法:16名年龄在65-85岁的独立生活老年人(平均74.6,SD 3.73)参加了一个单期AAR干预,使用Active Arcade游戏设置,通过玩4个10分钟的AAR游戏。采用ActiGraph wGT3x-bt加速计和Polar H10心率监测仪评估PA水平。使用NIH工具箱的视觉推理测试和Flanker抑制控制和注意力测试评估游戏前和游戏后的认知功能。随后进行了PA意图和动机调查以及游戏体验问卷调查和半结构化访谈,从目标人群中提供了关于AAR玩法可行性和吸引力的定量和定性见解。结果:所有参与者均完成了研究方案,无不良事件发生,具有较高的可行性和可接受性。通过加速计和心率监测器测量,参与者在20%-30%的游戏时间内进行中度至剧烈的PA。在16名参与者中,有7人服用了受体阻滞剂。平均%HRMax的平均值表明,未服用受体阻滞剂的患者通常达到中等强度阈值,而服用受体阻滞剂的患者往往略低于中等强度阈值。认知评估显示干预后视觉推理的显著改善,在调整年龄和教育程度后效果持续(P=.03),这表明单一回合的AAR游戏可能带来认知益处。调查结果表明,与AAR游戏玩法相关的高水平的PA意图(平均4.15/5,SD 0.59)、动机(平均5.67/7,SD 1.24)、高水平的积极情绪(平均4.35/5,SD 0.80)和低水平的消极情绪(平均1.30/5,SD 0.46)。大约75%的游戏玩法发生在4×4英尺范围内(平均29.77/40分钟,标准差2.46),表明适合家庭环境。主题分析的访谈反馈强调了参与者的乐趣,易用性,对渐进式难度的渴望,以及满足不同身体能力和个人偏好的需求。结论:AAR游戏对于老年人的PA和认知参与来说是一种可行的、可访问的、愉快的选择。未来的研究应探讨AAR干预措施的长期效果、可持续性和更广泛的适用性,以充分发挥其在老龄化人群中的潜力。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

The Impact of Active Augmented Reality Games on Physical Activity and Cognition Among Older Adults: Feasibility Study.

The Impact of Active Augmented Reality Games on Physical Activity and Cognition Among Older Adults: Feasibility Study.

The Impact of Active Augmented Reality Games on Physical Activity and Cognition Among Older Adults: Feasibility Study.

The Impact of Active Augmented Reality Games on Physical Activity and Cognition Among Older Adults: Feasibility Study.

Background: Physical activity (PA) enhances physical health as well as cognitive and brain health, yet motivating older adults to initiate and sustain PA remains challenging, a difficulty exacerbated by the COVID-19 pandemic. Active augmented reality (AAR) games, integrating digital gameplay with real-world physical movement, provide an enjoyable and accessible means for PA promotion among older adults in independent living environments, mitigating barriers such as poor weather and unfavorable neighborhood environments. However, limited research has explored the feasibility and impact of AAR interventions in this population.

Objective: This feasibility study examines the acceptability, safety, and preliminary effects of AAR games to enhance PA levels and cognitive functions among older adults, as well as their user experiences. We also examined the practicality of home-based AAR gameplay using minimal equipment and constrained physical space.

Methods: Sixteen independent-living older adults aged 65-85 years (mean 74.6, SD 3.73) participated in a single-session AAR intervention using the Active Arcade game set by playing four 10-minute AAR games. PA levels were assessed using ActiGraph wGT3x-bt accelerometers and Polar H10 heart rate monitors. Cognitive function was evaluated pre- and post-gameplay using NIH Toolbox's visual reasoning test and Flanker inhibitory control and attention tests. Surveys of PA intention and motivation as well as the gaming experience questionnaire, along with semistructured interviews, were conducted afterwards, providing both quantitative and qualitative insights into the feasibility and appeal of AAR gameplay from the target population.

Results: All participants completed the study protocol without adverse events, demonstrating high feasibility and acceptability. Participants engaged in moderate-to-vigorous PA during 20%-30% of the gameplay, as measured by accelerometers and heart rate monitors. Of the 16 participants, 7 were taking beta blockers. The mean values of average %HRMax suggest that those not on beta blockers generally met the moderate-intensity threshold, whereas those on beta blockers tended to fall slightly below it. Cognitive assessments revealed significant improvements in visual reasoning postintervention, with the effect sustained after adjustment for age and education (P=.03), suggesting potential cognitive benefits from a single bout of AAR gameplay. Survey responses indicated high levels of PA intention (mean 4.15/5, SD 0.59), motivation (mean 5.67/7, SD 1.24), high positive affect (mean 4.35/5, SD 0.80), and low negative affect (mean 1.30/5, SD 0.46) associated with AAR gameplay. Around 75% of gameplay occurred within a 4×4 ft area (mean 29.77/40 min, SD 2.46), indicating suitability for home environments. Thematically analyzed interview feedback emphasized participants' enjoyment, ease of use, desire for progressive difficulty, and the need to cater to diverse physical abilities and individual preferences.

Conclusions: AAR games are a feasible, accessible, and enjoyable alternative for PA and cognitive engagement among older adults. Future research should investigate the long-term effects, sustainability, and broader applicability of AAR interventions to fully realize their potential in aging populations.

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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
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