PLoS ONE (Jan 2021)

Efficacy of interactive video gaming in older adults with memory complaints: A cluster-randomized exercise intervention.

  • Udhir Ramnath,
  • Laurie Rauch,
  • Estelle Victoria Lambert,
  • Tracy Kolbe-Alexander

DOI
https://doi.org/10.1371/journal.pone.0252016
Journal volume & issue
Vol. 16, no. 5
p. e0252016

Abstract

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PurposeThe effects of aging on physical and mental health may be ameliorated by regular participation in physical activity (PA). There is also evidence for the benefits of various training modalities on cognition and functional ability in older adults. The aim of this study was to compare effects of a 12-week active video gaming intervention (X Box Kinect Sports) to conventional multimodal supervised exercise on fitness, functional ability and cognitive performance in older adults with memory complaints.MethodsParticipants (n = 45, 72±5 yrs.) were recruited from 6 retirement homes and cluster-randomized into the Interactive Video Gaming (IVG) group (N = 23) or Conventional Multimodal (CM) group (N = 22), meeting 2 x 1 hour sessions, weekly for 12 weeks. Pre-post measures included: 6 min walk, timed up and go, dynamic balance, functional reach, Mini-Mental State Examination, N-back Task and the Modified Stroop task.ResultsThe IVG group demonstrated significant improvement in the total number correct responses on the Stroop task (P = 0.028) and for average reaction time of correct colour-words (P = 0.024), compared to the CM group. Functional ability improved significantly in the IVG group, including the 6-min walk (P = 0.017), dynamic balance (P = 0.03), timed up and go (PConclusionAn active interactive video gaming intervention was more effective than conventional multimodal exercise in improving executive and global cognitive performance and functional capacity in older adults with subjective memory complaints.Trial registrationPan African Clinical Trial Registry-PACTR202008547335106.