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Updated: Dec 30, 2025

Exergaming in Older People Living with HIV Improves Balance, Mobility and Ameliorates Some Aspects of Frailty
Published on: October 6, 2016
A usability study of a multicomponent video game-based training for older adults
Manuela Adcock1, Floriana Sonder1, Alexandra Schättin1
11Department of Health Sciences and Technology, Institute of Human Movement Sciences and Sport, ETH Zurich, Leopold-Ruzicka-Weg 4, 8093 Zurich, Switzerland.
This study found a new exergame is usable for older adults, improving physical and cognitive functions like gait speed and reaction time. Further research is needed for in-home settings and larger populations.
Area of Science:
- Gerontology
- Neuroscience
- Rehabilitation Science
Background:
- Aging commonly leads to declines in sensory, motor, and cognitive functions, impacting daily life activities such as walking.
- Combined physical-cognitive training, like exergames, shows promise for mitigating age-related functional impairments.
- This study investigates a novel multicomponent exergame for older adults.
Purpose of the Study:
- To assess the usability of a newly developed multicomponent exergame in healthy older adults.
- To evaluate the effects of this exergame intervention on physical functions, cognitive abilities, and cortical activity.
- To determine training compliance through attendance and attrition rates.
Main Methods:
- Twenty-one healthy older adults (mean age 71.4 years) participated in 21 sessions of a multicomponent exergame over seven weeks.
- The exergame incorporated strength, balance, Tai Chi-inspired, and dance exercises.
- Usability (System Usability Scale), emotional experience (Game Experience Questionnaire), physical/cognitive functions, and resting-state EEG were assessed pre- and post-intervention.
Main Results:
- High training attendance (87.1%) and low attrition (9.5%) indicated good compliance.
- The exergame achieved a high usability score (75/100) and favorable affective experience.
- Significant improvements were observed in dual-task gait speed, lower extremity muscle strength, and divided attention reaction time (p < .05).
Conclusions:
- The developed exergame demonstrates usability for healthy older adults, with potential for improvement in prototype aspects.
- The intervention positively influenced physical and cognitive functions in this sample.
- Future research should explore in-home feasibility, usability in larger populations, and neuroplastic changes with longer training durations and control groups.
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