2022
DOI: 10.3390/ijerph192214667
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Acute Effects of Augmented Reality Exergames versus Cycle Ergometer on Reaction Time, Visual Attention, and Verbal Fluency in Community Older Adults

Abstract: Background: This study aims to investigate the acute effects of an augmented reality session and a cycle ergometer session compared to no exercise on the reaction times, cognitive flexibility, and verbal fluency of older adults. Methods: Each participant did a familiarization with cognitive tests and the following three sessions: cycle ergometer, no exercise (control group), and augmented reality exergame (Portable Exergame Platform for Elderly) sessions. The participants were randomized in a within-group desi… Show more

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Cited by 7 publications
(1 citation statement)
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“…It therefore aims to improve walking, balance, posture control, and also cognitive processes such as working memory, visuospatial skills, completing dual tasks, response inhibition and attention. Fourth, Ferreira et al (2022) develop Portable Exergame Platform for Elderly, an augmented reality exergame designed to play four games (Exerpong, Grape stomping, Rabelos and Toboggan) that mobilise physical and mental resources simultaneously to improve reaction times, cognitive flexibility, or verbal fluency in the elderly. Finally, Brauner and Ziefle (2022) address general physical or cognitive fitness using two different game prototypes to study the similarities and differences between different types of serious games for health care in active and assisted living settings.…”
Section: Resultsmentioning
confidence: 99%
“…It therefore aims to improve walking, balance, posture control, and also cognitive processes such as working memory, visuospatial skills, completing dual tasks, response inhibition and attention. Fourth, Ferreira et al (2022) develop Portable Exergame Platform for Elderly, an augmented reality exergame designed to play four games (Exerpong, Grape stomping, Rabelos and Toboggan) that mobilise physical and mental resources simultaneously to improve reaction times, cognitive flexibility, or verbal fluency in the elderly. Finally, Brauner and Ziefle (2022) address general physical or cognitive fitness using two different game prototypes to study the similarities and differences between different types of serious games for health care in active and assisted living settings.…”
Section: Resultsmentioning
confidence: 99%