The various studies that we have summarized in this magazine focus on interesting target groups and different clinical pictures. Immerse yourself with us in the world of exergames research and discover the amazing health benefits they can offer.
Exergames for children
Let's start with the early years: childhood. In this day and age, children are growing up in a world full of technological gadgets. While excessive screen time is considered a potential health risk, it should not be overlooked that technological devices and their applications can provide equally diverse and beneficial health benefits!
A recent meta-analysis from 2023 by Chen et al. examined the effect of exergames on cognitive function in children, with a focus on the executive functions of children aged 4 to 12 years. A total of 11 randomized controlled trials with a total of 508 participating children were included in the analysis. The results are impressive: Significant, positive effects on cognitive flexibility, inhibitory control and working memory were found. These results are particularly relevant for the target group of children, as executive functions play an important role in cognitive development, school performance and also physical and mental health! (Chen et al., 2023).
Another interesting study by Staiano et al. from 2018 examined the effect of exergames on the health of overweight children. The children, who were between ten and eleven years old, were divided into two groups: One used exergames, the other stayed with their usual activity. The exergaming group not only showed a significant reduction in body mass index (BMI), but also improved blood pressure, cholesterol and physical activity levels compared to the control group (Staiano et al., 2018).
Exergames for university students well-being
Students are particularly affected by stress, emotional exhaustion and the resulting illnesses such as headaches and back pain (Meyer et al., 2023). It is also known that, according to WHO guidelines, this group of students does not get enough exercise (Grützmacher et al., 2018). Exergames can offer a solution in this target group and in view of their specific problem situation by increasing physical activity and thus achieving health-promoting effects. This is also confirmed by the results of another interesting study:
The 2017 study by Huang et al. was conducted at a university with students and employees. The influence of exergames on mood was examined in a total of 337 participants. The subjects were divided into intervention and control groups, with the intervention group receiving a two-week exergame program with 30 minutes of training per week. The results showed a positive change in vitality and happiness compared to the control group. These effects were independent of factors such as gender, age, occupation and physical activity. The study suggests that exergames can lead to improved mood states in students and university staff (Huang et al., 2017).
The study by Yu et al. from 2023, in which a twelve-week exergame intervention was found to improve the quality of life of young adults, is also interesting for this target group. This was primarily due to the interplay between physical and mental well-being (Yu et al., 2023).
Exergames for older adults
Numerous studies with exergames have already been carried out in the group of senior citizens: and positive and interesting results have been found! These include the study by Yen and Chiu. They investigated the effectiveness of (VR) exergames on mental health in healthy older adults aged 60 and over, with a focus on cognitive function and depression. A total of 18 randomized controlled trials were included. They found moderate effects on general cognitive function and memory and strong effects on depressive symptoms (Yen & Chiu, 2021).
Seniors with dementia can also benefit from exergaming interventions. The effects were investigated in a randomized controlled trial by van Santen et al. in 2020. The study examined the effects of exergaming on people with dementia attending day care centers and their informal caregivers. The results showed no significant effects on primary outcomes such as physical activity and mobility of people with dementia. However, there were positive effects on secondary outcomes such as cognitive function, social interaction and reduced caregiver burden. The reduced caregiver burden was due to the reduction of neuropsychiatric symptoms in people with dementia (van Santen et al., 2020).
Exergames for various diseases
The effects of exergames have also been studied in a wide variety of clinical pictures. In neurological diseases, for example. A comprehensive meta-analysis by Prosperini et al. from 2021 analyzed 41 studies with a total of 1223 patients. It showed a moderate effect on improving balance in various neurological diseases (stroke, Parkinson's disease, multiple sclerosis, early-stage Alzheimer's disease, traumatic brain injury and myelopathy). The study found that a higher frequency of training sessions per week led to better results. The positive effects of the exergames lasted at least four weeks after training. Only a few mild to moderate adverse events were reported. Exergames may therefore be a safe and effective method for improving balance in various neurological disorders (Prosperini et al., 2021).
Another important field of research is exergames in the rehabilitation of Parkinson's disease. A meta-analysis by Chuang et al. from 2022 examined the effectiveness of exergames and Virtual Technology-Assisted Rehabilitation (VTAR) programs in balance and gait rehabilitation and their acceptance in patients with Parkinson's disease. The results showed that exergames and VTAR showed significantly better improvements in balance and gait parameters compared to conventional treatment and other active control interventions. All exergames and VTAR were well tolerated, as concluded by low dropout rates. Overall, the results suggest that exergames are a promising option for the rehabilitation of Parkinson's patients, although further larger studies with longer follow-up periods are needed (Chuang et al., 2022).
Conclusion:
These studies illustrate the considerable potential of exergames in different target groups and for different clinical pictures. Nevertheless, further research is needed to deepen the findings and confirm the positive results. This is also ergofox's aim - to contribute to research through various projects with different target groups!
The studies:
Chen, J., Zhou, X., Wu, X., Gao, Z., & Ye, S. (2023). Effects of exergaming on executive functions of children: A systematic review and meta-analysis from 2010 to 2023. Archives of Public Health = Archives Belges De Sante Publique, 81(1), 182. https://doi.org/10.1186/s13690-023-01195-z
Chuang, C.-S., Chen, Y.-W., Zeng, B.-Y., Hung, C.-M., Tu, Y.-K., Tai, Y.-C., Wu, Y.-C., Hsu, C.-W., Lei, W.-T., Wu, S.-L., Stubbs, B., Carvalho, A. F., Su, K.-P., Chen, T.-Y., Tseng, P.-T., Wu, M.-K., & Tsai, C.-H. (2022). Effects of modern technology (exergame and virtual reality) assisted rehabilitation vs conventional rehabilitation in patients with Parkinson’s disease: A network meta-analysis of randomised controlled trials. Physiotherapy, 117, 35–42. https://doi.org/10.1016/j.physio.2022.07.001
Grützmacher, J., Gusy, B., Lesener, T., Sudheimer, S., & Willige, J. (2018). Gesundheit Studierender in Deutschland 2017. Ein Kooperationsprojekt zwischen dem Deutschen Zentrum für Hochschul- und Wissenschaftsforschung, der Freien Universität Berlin und der Techniker Krankenkasse. https://www.tk.de/resource/blob/2050660/8bd39eab37ee133a2ec47e55e544abe7/gesundheit-studierender-in-deutschland-2017-studienband-data.pdf
Huang, H.-C., Wong, M.-K., Yang, Y.-H., Chiu, H.-Y., & Teng, C.-I. (2017). Impact of Playing Exergames on Mood States: A Randomized Controlled Trial. Cyberpsychology, Behavior and Social Networking, 20(4), 246–250. https://doi.org/10.1089/cyber.2016.0322
Meyer, B., Grobe, T., & Bessel, S. (2023). Gesundheitsreport 2023—Wie geht’s Deutschlands Studierenden.
Prosperini, L., Tomassini, V., Castelli, L., Tacchino, A., Brichetto, G., Cattaneo, D., & Solaro, C. M. (2021). Exergames for balance dysfunction in neurological disability: A meta-analysis with meta-regression. Journal of Neurology, 268(9), 3223–3237. https://doi.org/10.1007/s00415-020-09918-w
Staiano, A. E., Beyl, R. A., Guan, W., Hendrick, C. A., Hsia, D. S., & Newton, R. L. (2018). Home-based exergaming among children with overweight and obesity: A randomized clinical trial. Pediatric Obesity, 13(11), 724–733. https://doi.org/10.1111/ijpo.12438
van Santen, J., Dröes, R.-M., Twisk, J. W. R., Blanson Henkemans, O. A., van Straten, A., & Meiland, F. J. M. (2020). Effects of Exergaming on Cognitive and Social Functioning of People with Dementia: A Randomized Controlled Trial. Journal of the American Medical Directors Association, 21(12), 1958-1967.e5. https://doi.org/10.1016/j.jamda.2020.04.018
Yen, H.-Y., & Chiu, H.-L. (2021). Virtual Reality Exergames for Improving Older Adults’ Cognition and Depression: A Systematic Review and Meta-Analysis of Randomized Control Trials. Journal of the American Medical Directors Association, 22(5), 995–1002. https://doi.org/10.1016/j.jamda.2021.03.009
Yu, J., Huang, H.-C., Cheng, T. C. E., Wong, M.-K., & Teng, C.-I. (2023). Effects of Playing Exergames on Quality of Life among Young Adults: A 12-Week Randomized Controlled Trial. International Journal of Environmental Research and Public Health, 20(2), 1359. https://doi.org/10.3390/ijerph20021359