Table 2.
Exergame platform | Description of exergame platform | Outcomes |
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Feasibility and safety | Physical activity | Balance | Cognition | Participants’ experiences | ||
Nintendo Wii | Game computer with a wireless controller which detects movements in three dimensions through Bluetooth | Participants felt comfortable playing after five individualized training sessions19 Certain games were too difficult to play19,29 Adherence: 84–97.50%23,25 Practice resulted in improved performance on exergaming23 No serious adverse events26 Exergaming was feasible for stroke patients26 |
↑ EE29 ↑ Gait speed19 ↑ Physical status, especially cardiorespiratory fitness23 Exergaming resulted in light to moderate intensity range of activity23,28 ↑ Motor function26 No difference in EE exergaming while standing or sitting28 |
↑ Balance19 No relationship between EE or activity and balance status28 |
↑ Cognitive benefit23,25 ↑ Executive function23 ↑ Processing speed23 |
High level of enjoyment19,23 and would like to continue exergaming23 An experience that could be shared with the family, especially with grandchildren19,29 ↑ Mental related Quality of Life25 No increase in symptoms26 and decreased depression symptoms25 ↑ Sense of physical, social and psychological well-being29 |
Dance Dance Revolution (DDR) | Game computer with a dance mat including four step-sensitive target panels | Older adults were able to interact with the DDR27 Stepping performance was determined by characteristics of game play such as arrow drift speed and step rate27 |
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Xbox 360 Kinect | Game computer with a webcam-style add-on peripheral that enables players to interact without the need to touch a game controller | Exergaming resulted in light physical activity28 | ||||
Sony PlayStation Eyetoy | Game computer with a USB camera that translates body movements into a controller input | Less suitable for acute stroke patients24 | High enjoyment and sense of presence exergaming24 | |||
Cybercycling | Enhanced stationary cycling using virtual tours | ↑ EE than stationary cycling20 | ↑ Cognitive benefit, executive function compared to stationary biking20 | Introduction of an on-screen competitor led to an increase in riding intensity for more competitive older adults, compared to less competitive, older adults21 | ||
Cyberwalking | Enhanced treadmill walking using virtual tours | ↑ Max workload in cyberwalking than treadmill22 ↓ Number of sessions required to reach target heart rate and VO2 when cyberwalking compared to treadmill training22 |
Participants described cyberwalking as feeling immersed in the VR scene22 |
EE: energy expenditure; VR: virtual reality; VO2: oxygen uptake.