Exercise video games linked to cognitive benefits in elderly
Researchers from Union College recently discovered virtual reality-enhanced exercise programs, or exergames, can combine physical exercise with computer-simulated environments and video game features that could benefit both the physical health of older adults as well as their cognitive health.
"We found that for older adults, virtual-reality enhanced interactive exercise, or 'cybercycling' two to three times per week for 3 months, yielded greater cognitive benefit, and perhaps added protection against mild cognitive impairment (MCI), than a similar dose of traditional exercise," said Cay Anderson-Hanley, lead author of the study from the Healthy Aging and Neuropsychology Lab and Department of Psychology at Union College.
The study published in the American Journal of Preventive Medicine reported physical exercise can prevent or delay dementia and improve cognitive functioning for aging adults. But only 14 percent of adults between 65 and 74 and 7 percent over the age of 75 regularly exercise. Instead, the elderly population and older adults can participate in exergames that can actually increase exercise by distracting the user with games and virtual reality features.
Rather than think about the strenuous activity, older adults can enjoy motivating games, 3D scenery and competitions while they exercise. These distractions should lead to more frequent workouts at higher intensities to improve the health benefits of the activities.
The study enrolled 101 older adults to participate in the activities on an exercise bike. Of the participants, 79 completed initial evaluations and training using the same equipment with one bike loaded with virtual reality features. Participants on this bike experienced 3D tours and competed in races against a ghost rider.
At the end of the study, 63 older adults averaged three bike rides a week and had their cognitive health measured. Researchers tested participants' ability to plan, remember, pay attention and problem solving one month after the study and again three months later. In addition, blood plasma was tested at the end of the study to measure whether there was a change in the brain-derived neurotrophic growth factor seen in neuroplasticity, which links exercise to cognition.
The researchers discovered cognitive function was significantly higher in the participants who used the virtual reality bike, compared to the control group, and experienced a 23 percent reduction in progression to MCI.
Paul Aerciero, professor of health and exercise sciences at Skidmore College, said the riders showed no differences in frequency, intensity or duration of their rides. Thus, the virtual reality features could be responsible for the cognitive benefit of the activity.
"Navigating a 3D landscape, anticipating turns, and competing with others require additional focus, expanded divided attention, and enhanced decision making," Anderson-Hanley said. "These activities depend in part on executive function, which was significantly affected."
In an interview with CBC, Dr. Gary Falkner, director of research at Glenrose Rehabilitation Hospital, said participants who played games and experienced virtual reality tours while riding the bike reported better reasoning skills and less age-related memory loss compared to the control group. These participants also reported enjoying the exercise more. Falkner uses medical devices at his facility to help people with brain injuries recover faster.
"Our brains can re-learn them best when we are very, very engaged," Falkner told the source.
- Login to post comments
