“…Thirteen studies used a simultaneous design (Boa Sorte Silva et al, 2018b; Combourieu Donnezan et al, 2018; Hiyamizu et al, 2012; Kitazawa et al, 2015; Laatar et al, 2018; Leon et al, 2015; Mrakic-Sposta et al, 2018; Nishiguchi et al, 2015; Norouzi et al, 2019; Park et al, 2019; Reigal and Mendo, 2014; Rezola-Pardo et al, 2019; Shimada et al, 2018), such as learning complex stepping patterns, solving cognitive tasks while simultaneously performing strength and balance exercises, or conducting computerized cognitive training during aerobic exercise on bikes. Seventeen studies included exergaming interventions (Adcock et al, 2020; Anderson-Hanley et al, 2018; Bacha et al, 2018; Barcelos et al, 2015; Delbroek et al, 2017; Eggenberger et al, 2016; Gschwind et al, 2015; Htut et al, 2018; Hughes et al, 2014; Karssemeijer et al, 2019; Maillot et al, 2012; Pompeu et al, 2012; Schattin et al, 2016; Schoene et al, 2013; Schoene et al, 2015; Song et al, 2018; Stanmore et al, 2019), examples include videogame dancing, cybercycling exergames, and commercial videogames with cognitively challenging components. One study (Eggenberger et al, 2015a) included an exergaming as well as a simultaneous intervention, while another (Rahe et al, 2015) included two sequential training intervention arms, one of which also included motivational counselling.…”