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