Effects of Different Exercise Doses Through an Augmented Reality Exergame in Older Adults: A Pilot Randomized Controlled Trial
Abstract: (1) Background: Growth in the use of video games has spurred innovations in the healthsector, especially through exergames, which promote physical activity using interactive technologieslike augmented reality. Exergames are shown to enhance exercise motivation and engagement,yet enjoyment...
| Autores: | , , , , , |
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| Tipo de recurso: | artículo |
| Fecha de publicación: | 2024 |
| País: | España |
| Institución: | Universidad de Castilla-La Mancha |
| Repositorio: | RUIdeRA. Repositorio Institucional de la UCLM |
| OAI Identifier: | oai:ruidera.uclm.es:10578/39597 |
| Acceso en línea: | https://doi.org/10.3390/app142210592 https://www.mdpi.com/2076-3417/14/22/10592 https://hdl.handle.net/10578/39597 |
| Access Level: | acceso abierto |
| Palabra clave: | Adverse effects Exergaming Heart rate Older adults Perceived exertion Video games |
| Sumario: | Abstract: (1) Background: Growth in the use of video games has spurred innovations in the healthsector, especially through exergames, which promote physical activity using interactive technologieslike augmented reality. Exergames are shown to enhance exercise motivation and engagement,yet enjoyment remains inconsistent across studies. This pilot study aims to provide evidence onhow different exergaming doses affect exercise heart rate, perceived exertion, adverse effects, andenjoyment in older adults. (2) Methods: A pilot randomized controlled trial was conducted tocompare different doses of exercise through video games (13 vs. 28 min) in older adults living ina nursing home. A single bout of exergaming was provided to assess the outcomes: heart rate,rate of perceived exertion, physical activity enjoyment scale score, and adverse effects. (3) Results:Thirty-two older adults were recruited. This study revealed no significant differences in heart ratebetween groups (p = 0.1). There is a weak correlation between the rate of perceived exertion and thelevel of enjoyment (rs = -0.193) and between the total time of the intervention and the incidence ofadverse effects (rs = 0.295). (4) Conclusions: The use of a higher dose of exergaming is effective inachieving moderate physical intensity. Also, the results suggest the intervention was generally welltolerated and enjoyed by older adults, with no serious adverse effects reported.Keywords: exergaming; video games; older adults; perceived exertion; heart rate; adverse effects |
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