2019
DOI: 10.3389/fphys.2019.01019
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Exergame-Driven High-Intensity Interval Training in Untrained Community Dwelling Older Adults: A Formative One Group Quasi- Experimental Feasibility Trial

Abstract: Purpose To investigate the feasibility of an exergame-driven high-intensity interval training (HIIT) and its effects on cardiovascular fitness in untrained community dwelling older adults. Methods Twelve older participants [10 women, age 72.3 ( SD : 4.44) years] performed a high-intensity interval exergame intervention three times a week for 4 weeks. Data was acquired during two baseline and one final measurement. Feasibility outcomes included… Show more

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Cited by 29 publications
(41 citation statements)
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“…Sessions lasted from nine to 90 min (mean time = 30 min ca. ), ranging from one to 36 sessions spread over the course of 1 single day to 4 years; indeed, usability along with effectiveness of training was tested for three , four Rebsamen et al, 2019;van Beek et al, 2019), six , eight , and 12 weeks Desteghe et al, 2017), and three and 4 years . Exergames (i.e., serious games used for balance and fall risk training) were used in most of the motor training Schwenk et al, 2014;Wüest et al, 2014;Kiselev et al, 2015;Sáenz-de-Urturi et al, 2015;Shubert et al, 2015;Brox et al, 2017;Trombetta et al, 2017;Money et al, 2019;Rebsamen et al, 2019;van Beek et al, 2019), physiotherapy exercise in others Im et al, 2015), cognitive-physical dual-task in Pedroli et al (2018), neuropsychological testing in three studies Corno et al, 2014;Plechatá et al, 2019;Valladares-Rodriguez et al, 2019), gesture therapy in Morán et al (2015) and Vanbellingen et al (2017), and psychosocial support/educational in four studies Castilla et al, 2013;Cook and Winkler, 2016;Desteghe et al, 2017).…”
Section: Resultsmentioning
confidence: 99%
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“…Sessions lasted from nine to 90 min (mean time = 30 min ca. ), ranging from one to 36 sessions spread over the course of 1 single day to 4 years; indeed, usability along with effectiveness of training was tested for three , four Rebsamen et al, 2019;van Beek et al, 2019), six , eight , and 12 weeks Desteghe et al, 2017), and three and 4 years . Exergames (i.e., serious games used for balance and fall risk training) were used in most of the motor training Schwenk et al, 2014;Wüest et al, 2014;Kiselev et al, 2015;Sáenz-de-Urturi et al, 2015;Shubert et al, 2015;Brox et al, 2017;Trombetta et al, 2017;Money et al, 2019;Rebsamen et al, 2019;van Beek et al, 2019), physiotherapy exercise in others Im et al, 2015), cognitive-physical dual-task in Pedroli et al (2018), neuropsychological testing in three studies Corno et al, 2014;Plechatá et al, 2019;Valladares-Rodriguez et al, 2019), gesture therapy in Morán et al (2015) and Vanbellingen et al (2017), and psychosocial support/educational in four studies Castilla et al, 2013;Cook and Winkler, 2016;Desteghe et al, 2017).…”
Section: Resultsmentioning
confidence: 99%
“…Additionally, innovative quantitative techniques could be useful to track unexpected information about psychophysiological (e.g., eye-tracking, heart-rate, galvanic skin response, non-verbal communication) responses of the users to assess their affective and cognitive reactions to the VR system Sáenz-de-Urturi et al, 2015). VR can also be used for evaluating usability and adherence (good >80%) by using time spent, number of log-ins, or interaction modality, giving additional quantitative data (Cipresso, 2015;Rebsamen et al, 2019;van Beek et al, 2019). Importantly, when testing immersive VR, cybersickness should always be assessed because it may negatively influence clinical practice and its reduction is a key objective of pilot studies (Kober et al, 2013;Corno et al, 2014;Tuena et al, 2017;Plechatá et al, 2019) and virtual embodiment with questionnaires if avatars are used (Kilteni et al, 2012;Gonzalez-Franco and Tabitha, 2018).…”
Section: Discussionmentioning
confidence: 99%
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