Exercise Games Improve Adult Brains
- Reported, January 23, 2012
(Ivanhoe
Newswire) -- Virtual reality exercise games could be linked to higher cognitive
benefits for adults who are older. A new study finds virtual reality exercise
otherwise known as "exergames" combines computer enhanced environments and
features of interactive videogames to provide more cognitive benefits than
traditional exercise for adults who are between 59 and 99 years old.
Cay Anderson-Hanley, Ph. D., from the Healthy Aging and Neuropsychology Lab and
Department of Psychology at Union College, Schenectady, NY was quoted as saying,
"We found that for older adults, virtual-reality enhanced interactive exercise,
or cybercycling two to three times per week for 3 months, yielded greater
cognitive benefit, and perhaps added protection against mild cognitive
impairment (MCI), than a similar dose of traditional exercise."
Even though research has proven regular exercise improves cognitive functioning
in normal aging while also delaying dementia, only 14% of adults between the
ages of 65 and 74 and only 7% of adults over 75 report exercise. The Cybercycle
Study observed 101 adults from 58 to 99 years old. Approximately 75 adults rode
identical recumbent stationary bikes. However, the experimental bike was a
cybercycle that allowed them to race against a virtual bike rider that was
created based on their last best ride and experience 3D tours. Sixty-three
percent of adults completed the study by averaging three rides a week. Planning,
working memory, attention, and problem solving were all functions that were
observed throughout the experiment to measure cognitive benefits.
Research showed that those who rode the cybercycle experienced significantly
better executive function than the adults who rode the traditional bike.
Co-investigator Paul Arciero, Ph.D., professor of health and exercise sciences
at Skidmore College, was quoted as saying, "No difference in exercise frequency,
intensity, or duration was found between the two groups, indicating that factors
other than effort and fitness were responsible for the cognitive benefit."
Cay Anderson-Hanley, PH.D., was also quoted as saying, "Navigating a 3D
landscape, anticipating turns, and competing with others require additional
focus, expanded divided attention, and enhanced decision making. These
activities depend in part on executive function, which was significantly
affected."
Participants of the study commented that they actually enjoyed the thrill of
racing their avatar and the thrill of virtual stimulation.
Source: American Journal of Preventive Medicine, January 2012
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