2021
DOI: 10.2196/27848
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An Interactive Physical-Cognitive Game-Based Training System Using Kinect for Older Adults: Development and Usability Study

Abstract: Background Declines in physical and cognitive functions are recognized as important risk factors for falls in older adults. Promising evidence suggests that interactive game-based systems that allow simultaneous physical and cognitive exercise are a potential approach to enhance exercise adherence and reduce fall risk in older adults. However, a limited number of studies have reported the development of a combined physical-cognitive game-based training system for fall risk reduction in older adults… Show more

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Cited by 14 publications
(9 citation statements)
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References 76 publications
(112 reference statements)
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“…The occurrence of a ceiling effect in the sub-score ‘intrinsic motivation’ of the BREQ might be explained by a possible selection bias in the recruitment process (see section ‘Discussion–Limitations’). Comparing our PACES data with the literature, such high PACES values are not atypical for exergame studies with HOA, where mean scores of 64% [ 32 ], 65% [ 35 ], between 80–90% [ 30 , 31 ] or above 90% [ 29 , 33 ] of the maximum score have been reported (compared to an average score of 96.3% of the maximum score in this study). Data of the EEQ-G was less skewed (skewness of– 0.998 and– 0.370 for the ‘preferred’ and ‘unpreferred’ condition, respectively) and none of the participants reached the maximal rating (the highest of all ratings was 93 out of 100), indicating an advantage for the EEQ-G compared to the PACES when applied for measuring exergaming enjoyment in HOA.…”
Section: Discussionsupporting
confidence: 78%
“…The occurrence of a ceiling effect in the sub-score ‘intrinsic motivation’ of the BREQ might be explained by a possible selection bias in the recruitment process (see section ‘Discussion–Limitations’). Comparing our PACES data with the literature, such high PACES values are not atypical for exergame studies with HOA, where mean scores of 64% [ 32 ], 65% [ 35 ], between 80–90% [ 30 , 31 ] or above 90% [ 29 , 33 ] of the maximum score have been reported (compared to an average score of 96.3% of the maximum score in this study). Data of the EEQ-G was less skewed (skewness of– 0.998 and– 0.370 for the ‘preferred’ and ‘unpreferred’ condition, respectively) and none of the participants reached the maximal rating (the highest of all ratings was 93 out of 100), indicating an advantage for the EEQ-G compared to the PACES when applied for measuring exergaming enjoyment in HOA.…”
Section: Discussionsupporting
confidence: 78%
“…Moreover, age showed no relationship with the dimensions and total score of the scales when evaluated. Finally, the ceiling effect observed in questionnaire responses has also been highlighted in previous studies, such as that of Kamnardsiri et al [ 43 ], in assessing the enjoyment of an interactive game in older adults. Likewise, Ryuh et al [ 44 ] observed this effect when promoting PA through exergaming in people with intellectual disabilities.…”
Section: Discussionsupporting
confidence: 59%
“…This literature review showed that positive effects were found in the elderly who underwent the computer/mobile phone‐based brain training game program. Some studies reported benefits not just in the psychological dimension, but also in the physical dimension 22 . The variation in the studies depended on the type of brain training game provided, the measurement tools used, and the baseline brain competency (the level of decline in brain memory function) of the subjects.…”
Section: Discussionmentioning
confidence: 99%
“…Beyond control participants, the NeuroRacer group continued to exhibit lower multitasking costs, and midline frontal theta power, a neural marker of cognitive control, continued to exhibit increased activity. Kamnardsiri et al 22 5 An exercise prototype based on a game was developed in the development phase (Part I) by combining expertise, conducting literature research, and consulting experts on fall prevention exercise for older individuals. The result was a game-based training prototype that addresses important physical and mental aspects of falls.…”
Section: Key Pointsmentioning
confidence: 99%