2020
DOI: 10.3390/ijerph17176079
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Beneficial Effects of Interactive Physical-Cognitive Game-Based Training on Fall Risk and Cognitive Performance of Older Adults

Abstract: Physical and cognitive declines are significant risk factors for falls. Promising evidence suggests that combined physical-cognitive training would be an effective fall risk reduction and cognitive improvement intervention. However, a limited number of studies have been conducted and findings have been inconclusive. This study investigated the effects of interactive physical-cognitive game-based training on the fall risk and cognitive performance of older adults. Forty participants were randomly allocated to t… Show more

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Cited by 48 publications
(46 citation statements)
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“…In papers in which four or more items were found to be ‘high risk’, through author agreement, we decided to exclude them as papers for systematic review and data ex-traction. Accordingly, a total of 11 papers [ 36 , 37 , 38 , 39 , 40 , 41 , 42 , 43 , 44 , 45 , 46 ] were included except Styliadis (2015) for systematic review and data extraction ( Figure 2 ).…”
Section: Resultsmentioning
confidence: 99%
“…In papers in which four or more items were found to be ‘high risk’, through author agreement, we decided to exclude them as papers for systematic review and data ex-traction. Accordingly, a total of 11 papers [ 36 , 37 , 38 , 39 , 40 , 41 , 42 , 43 , 44 , 45 , 46 ] were included except Styliadis (2015) for systematic review and data extraction ( Figure 2 ).…”
Section: Resultsmentioning
confidence: 99%
“…Table 1 presents relevant studies [3,[51][52][53][54][55][56][57][58][59][60][61][62][63][64][65] related to the use of digital solutions to support physical activities or cognitive and physical activities with different purposes (i.e., postural control and prevention of falls [51,53,54,58,59,65], assistance in physical exercises [52,56,61], physical activity adherence [55], improvement of physical performance [58][59][60]63,64], and improvement of cognitive performance [3,57,60,62,64]). The studies are supported in various types of technologies, namely exergames and virtual reality [51,53,54,[57][58][59][60][61][62][63]…”
Section: Related Workmentioning
confidence: 99%
“…The studies are supported in various types of technologies, namely exergames and virtual reality [51,53,54,[57][58][59][60][61][62][63]65], robotics [52,56,61], and mobile devices [3]. In turn, some of these articles report interactions mechanisms based on the recognition of body movements (e.g., using Kinect [51,52,57,58,65], Nintendo Wii Fit [53], or wearable devices [59,60]), feet movements using step training platforms [54,63], or leg movements on a training bicycle [55]. When compared with stat-of-the-art technological solutions, the study reported by this article presents two important advantages: (i) support tools and clinical information integration and (ii) automatic quantification of patient's cognitive performance during dual-task training.…”
Section: Related Workmentioning
confidence: 99%
“…Prior studies that have examined the effects of exergaming in older adults have focused primarily on balance ( Whyatt et al, 2015 ; Padala et al, 2017 ), postural control ( Merriman et al, 2015 ; Sato et al, 2015 ), and quality of life ( Collado-Mateo et al, 2017 ; Schumacher et al, 2018 ). Relatively few studies have focused on exergaming effects on EF ( Barcelos et al, 2015 ; Anderson-Hanley et al, 2018 ) and fewer still on specific domains of EF ( Monteiro-Junior et al, 2017b ; Phirom, Kamnardsiri & Sungkarat, 2020 ), as opposed to EF as a whole.…”
Section: Introductionmentioning
confidence: 99%