dc.contributor.author
Ordnung, Madeleine
dc.contributor.author
Hoff, Maike
dc.contributor.author
Kaminski, Elisabeth
dc.contributor.author
Villringer, Arno
dc.contributor.author
Ragert, Patrick
dc.date.accessioned
2018-06-08T11:07:19Z
dc.date.available
2017-06-08T10:52:04.445Z
dc.identifier.uri
https://refubium.fu-berlin.de/handle/fub188/21654
dc.identifier.uri
http://dx.doi.org/10.17169/refubium-24942
dc.description.abstract
Several studies investigating the relationship between physical activity and
cognition showed that exercise interventions might have beneficial effects on
working memory, executive functions as well as motor fitness in old adults.
Recently, movement based video games (exergames) have been introduced to have
the capability to improve cognitive function in older adults. Healthy aging is
associated with a loss of cognitive, as well as sensorimotor functions. During
exergaming, participants are required to perform physical activities while
being simultaneously surrounded by a cognitively challenging environment.
However, only little is known about the impact of exergame training
interventions on a broad range of motor, sensory, and cognitive skills.
Therefore, the present study aims at investigating the effects of an exergame
training over 6 weeks on cognitive, motor, and sensory functions in healthy
old participants. For this purpose, 30 neurologically healthy older adults
were randomly assigned to either an experimental (ETG, n = 15, 1 h training,
twice a week) or a control group (NTG, n = 15, no training). Several cognitive
tests were performed before and after exergaming in order to capture potential
training-induced effects on processing speed as well as on executive
functions. To measure the impact of exergaming on sensorimotor performance, a
test battery consisting of pinch and grip force of the hand, tactile acuity,
eye-hand coordination, flexibility, reaction time, coordination, and static
balance were additionally performed. While we observed significant
improvements in the trained exergame (mainly in tasks that required a high
load of coordinative abilities), these gains did not result in differential
performance improvements when comparing ETG and NTG. The only exergaming-
induced difference was a superior behavioral gain in fine motor skills of the
left hand in ETG compared to NTG. In an exploratory analysis, within-group
comparison revealed improvements in sensorimotor and cognitive tasks (ETG)
while NTG only showed an improvement in a static balance test. Taken together,
the present study indicates that even though exergames might improve gaming
performance, our behavioral assessment was probably not sensitive enough to
capture exergaming-induced improvements. Hence, we suggest to use more
tailored outcome measures in future studies to assess potential exergaming-
induced changes.
en
dc.rights.uri
http://creativecommons.org/licenses/by/4.0/
dc.subject
aerobic fitness
dc.subject.ddc
600 Technik, Medizin, angewandte Wissenschaften::610 Medizin und Gesundheit
dc.title
No Overt Effects of a 6-Week Exergame Training on Sensorimotor and Cognitive
Function in Older Adults. A Preliminary Investigation
dc.type
Wissenschaftlicher Artikel
dcterms.bibliographicCitation.doi
10.3389/fnhum.2017.00160
dcterms.bibliographicCitation.url
http://doi.org/10.3389/fnhum.2017.00160
refubium.affiliation
Charité - Universitätsmedizin Berlin
de
refubium.mycore.fudocsId
FUDOCS_document_000000027150
refubium.note.author
Der Artikel wurde in einer reinen Open-Access-Zeitschrift publiziert.
refubium.resourceType.isindependentpub
no
refubium.mycore.derivateId
FUDOCS_derivate_000000008294
dcterms.accessRights.openaire
open access