Feasibility and Initial Impact of a Multi-Technology Exergaming Intervention on Motor and Cognitive Function in Older Adults: A Pilot Randomized Controlled Trial

Goumopoulos, Christos ✉; Danousis, Michail; Drakakis, Emmanouil

Angol nyelvű Szakcikk (Folyóiratcikk) Tudományos
  • SJR Scopus - Computer Science Applications: Q1
Azonosítók
An aging population with increasing life expectancy drives a growing demand for effective interventions to counteract functional and cognitive decline. Exergaming platforms provide a potential solution by integrating physical and cognitive exercises into a gaming format that encourages older adults to train regularly. This paper investigates the feasibility and preliminary effectiveness of an intervention using the GAME2AWE exergaming platform, designed specifically for older adults and incorporating a unique combination of Kinect-based motion tracking, a smart floor system, and virtual reality. The intervention emphasized ease of use and accessibility through a human-centered design, while offering progressively challenging, dual-task activities. In a pilot randomized controlled trial involving 58 older adults in the final analysis, technology acceptance was high. Participants in the intervention group (n = 30) used the platform in an average of 16.7 weekly sessions with 100% adherence. Compared to a control group receiving usual care, significant improvements were observed in motor functions, including balance, lower-limb strength, dynamic balance, and mobility. Cognitive outcomes also improved significantly, including global cognition, attention, executive function, working memory, and processing speed. These results suggest that the GAME2AWE multi-technology intervention is feasible, well-accepted, and potentially effective in improving motor and cognitive functions among older adults.
Hivatkozás stílusok: IEEEACMAPAChicagoHarvardCSLMásolásNyomtatás
2026-04-12 15:18