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Cognitive Development During Adulthood01:30

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Cognitive development continues throughout adulthood, undergoing significant shifts across early, middle, and late stages. Individual transition occurs from adolescent idealism to pragmatic and adaptable thinking in early adulthood. During this period, individuals learn to integrate personal beliefs with the recognition that other perspectives are equally valid. Exposure to the complexities of modern society, diverse experiences, and higher education contribute to this adaptive thought process,...
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Exergaming in Older People Living with HIV Improves Balance, Mobility and Ameliorates Some Aspects of Frailty
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Home-Based, Low-Intensity, Gamification-Based, Interactive Physical-Cognitive Training for Older Adults Using the

Teerawat Kamnardsiri1, Sirintip Kumfu2, Peeraya Munkhetvit3

  • 1Department of Digital Game, College of Arts, Media, and Technology, Chiang Mai University, Chiang Mai, Thailand.

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Summary

This study developed a home-based, gamified exercise program for older adults, showing it is usable and enjoyable. The program aims to improve physical and cognitive function, addressing barriers like motivation and time.

Keywords:
computer-based interventionsexergamegamificationinstructional design modellow-intensityolder adultsphysical-cognitive training

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Area of Science:

  • Gerontology
  • Exercise Science
  • Human-Computer Interaction

Background:

  • Physical and cognitive decline increases fall risk in older adults.
  • Low-intensity exercise is a viable alternative for those with limitations.
  • Home-based gamification can overcome exercise barriers like time and motivation.

Purpose of the Study:

  • To develop and evaluate the usability of a low-intensity, gamified, interactive physical-cognitive exercise system for home use by older adults.

Main Methods:

  • The ADDIE model was used to design and develop the exergame prototype.
  • 15 older adults participated in a 4-week home-based training program (60 min/day, 3 days/week).
  • Usability was assessed using the System Usability Scale (SUS), and enjoyment via the Physical Activity Enjoyment Scale (PACES).

Main Results:

  • The exergame achieved a high mean SUS score (87.22), indicating excellent usability.
  • Participants showed significantly improved enjoyment scores from week 1 to week 4 (P=.001).
  • The system included three games (Ocean Diver, Road Runner, Moving and Memorizing) with adjustable difficulty levels.

Conclusions:

  • The developed gamified exergame is a usable and practical home-based solution for older adults.
  • The system effectively enhanced older adults' enjoyment and motivation for physical-cognitive exercise.
  • Further research is needed to confirm the effectiveness of this training on physical and cognitive functions.