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. 2013 Nov 6;13(5):388–398. doi: 10.1177/1474515113512203

Table 2.

Articles’ main conclusion.

Exergame platform Description of exergame platform Outcomes
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
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.