Abstract
With the number and proportion of aging populations growing rapidly around the world, new forms of exercise such as exergames have been introduced and popularized in daily activities. This review highlights the potential benefits of exergames as an exercise platform for older adults. The purpose of this review is to explore the physical and mental effects of exergame use on older adults and to compare the differences between single-player and multiple-player interaction, traditional and new exercise modes and young and old age. Searches were conducted in Science Direct and Web of Science for articles published from 2013 to 2021 in journals and proceedings. In the 22 articles reviewed, we found that the most common exergame device is the Xbox Kinect, followed by the Nintendo Wii™. Exergame interventions were mostly set at 30 to 50 min, 2 or 3 times per week for 6 or 8 weeks. In addition, the sample size is relatively concentrated between 20 and 50. The experiment was conducted in a single-group pre-post design (no control group) or pre-post control group design (at least one control group). In many studies, exergames were found to have a positive effect on physical activity, cognitive function and sociability, as well as improving their mood and attitudes toward exergames, although a few studies found no significant effects. Especially in the home environment or in situations where older adults are unable to leave the house for some reason, exergames can be used as an alternative to traditional exercise and have a positive impact on the physical and mental health of older adults.
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This study is supported by the National Natural Science Foundation of China 72101100.
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Xu, Y., Zhong, R. (2022). Effects of Exergames Intervention on Older Adults: A Review. In: Rau, PL.P. (eds) Cross-Cultural Design. Applications in Business, Communication, Health, Well-being, and Inclusiveness. HCII 2022. Lecture Notes in Computer Science, vol 13313. Springer, Cham. https://doi.org/10.1007/978-3-031-06050-2_32
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