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首页> 外文期刊>CyberPsychology & Behavior >Exergaming Executive Functions: An Immersive Virtual Reality-Based Cognitive Training for Adults Aged 50 and Older
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Exergaming Executive Functions: An Immersive Virtual Reality-Based Cognitive Training for Adults Aged 50 and Older

机译:行使行政职能:基于虚拟现实的沉浸式认知培训,适用于50岁以上的成年人

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Prior research suggests that both exergaming and virtual reality (VR)-based training programs could improve executive functions in older adults. However, few studies investigated whether combining exergaming with VR would be more effective. This study seeks to (a) investigate whether playing exergames in an immersive virtual environment (IVE) would yield differential outcomes in selected executive functions, including inhibition, task switching, and working, and (b) examine the role of feeling of presence as a potential mediator between immersive exergaming and cognitive improvement in specific domains. Thirty-three participants over 50 years of age (mean age = 62) participated in a 4-week training program and were randomly assigned into an IVE and non-IVE to play an exergame (Fruit Ninja) for eight sessions within 4 weeks. The results revealed a significant effect of the IVE on the Stroop Test and Trail Making Test after the 4-week training. Furthermore, the impacts of the IVE exergaming on these two tasks were mediated by the feeling of presence. These findings suggested that the immersive experience of exergaming would elicit the feeling of presence, which later contributes to improved cognitive performances in inhibition and task switching. For the theoretical implications, this study extends previous research by showing that (a) feeling of presence could contribute to older adults' cognitive improvement, and (b) the impacts of immersive exergame training on executive functions vary across individual domains. Additionally, this study provides practical implications such that the design of exergames could emphasize the game features requiring mental simulation, which can serve as a novel strategy for preventing cognitive decline in midlife and old age.
机译:先前的研究表明,锻炼和基于虚拟现实(VR)的培训计划都可以改善老年人的执行功能。但是,很少有研究探讨将锻炼与虚拟现实相结合是否更有效。这项研究旨在(a)研究在沉浸式虚拟环境(IVE)中玩游戏是否会在选定的执行功能上产生不同的结果,包括抑制,任务切换和工作,以及(b)检验存在感作为角色的作用。沉浸式运动与特定领域的认知改善之间的潜在中介。 50岁以上(平均年龄62岁)的33名参与者参加了为期4周的培训计划,并被随机分为IVE和非IVE,在4周内进行了8次练习(水果忍者)。结果显示,经过4周的训练,IVE对Stroop测试和Trail制作测试具有显着影响。此外,IVE锻炼对这两项任务的影响是通过存在感来进行的。这些发现表明,锻炼的沉浸式体验会引起临场感,这后来有助于改善抑制和任务切换方面的认知表现。从理论上讲,这项研究扩展了以前的研究,表明(a)临场感可能有助于老年人的认知改善,(b)身临其境的运动训练对执行功能的影响在各个领域有所不同。此外,这项研究还提供了一些实际的启示,例如,exergames的设计可以强调需要心理模拟的游戏功能,这可以作为防止中年和老年认知能力下降的一种新颖策略。

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