1
|
Liu Z, Wang S, Gu Q. Study on the Mechanism of Influencing Adolescents' Willingness to Participate in Ice Sports. CHILDREN (BASEL, SWITZERLAND) 2023; 10:1080. [PMID: 37371311 DOI: 10.3390/children10061080] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Received: 04/23/2023] [Revised: 06/08/2023] [Accepted: 06/15/2023] [Indexed: 06/29/2023]
Abstract
BACKGROUND Ice sports are an effective means to promote the physical health of adolescents, and the willingness to participate in ice sports is the basis of adolescents' awareness of their participation in ice sports and an important prerequisite for their participation. The aim of this study is to investigate the mechanisms influencing adolescents' willingness to participate in ice sports. METHODS Using the stimulus-organism-response theoretical framework, the motivation-opportunity-ability model, and the technology acceptance model, a theoretical model of the influencing mechanisms of adolescents' participation in ice sports was constructed. A total of 3419 secondary school students were surveyed, and the data were analyzed using structural equation modeling, the mechanisms influencing adolescents' willingness to participate in ice sports and the moderating role of perceived riskiness and perceived ease of use are proposed and tested. RESULTS The study found that participation motivation, participation ability, perceived usefulness, and perceived risk all have significant effects on adolescents' willingness to participate in ice sports. The degree of influence in descending order is as follows: ability to participate, perceived usefulness, motivation to participate, and perceived risk. Perceived risk plays a mediating role in the process of motivation to participate and ability to participate influencing willingness to participate. Perceived ease of use plays a mediating role in the process of motivation to participate influencing perceived usefulness. CONCLUSIONS This study provides a systematic understanding of the mechanisms that influence adolescents' willingness to participate in ice sports. The findings provide valuable insights into the subject of adolescents' ice sport participation and can inform the development of strategies to increase participation in these activities. Future research should deepen the investigation of the patterns of willingness to participate in ice sports behavior among adolescents, which is important for promoting the sustainable development of ice sports, improving the health of adolescents, and advancing the construction of a healthy China, a healthy world, and global health.
Collapse
Affiliation(s)
- Zhuoling Liu
- School of Physical Education, Shandong University, Jinan 250100, China
| | - Sai Wang
- School of Economics and Management, Hebei University of Science and Technology, Shijiazhuang 051432, China
| | - Qian Gu
- School of Physical Education, Shandong University, Jinan 250100, China
| |
Collapse
|
2
|
On the Role of Beliefs and Trust for the Intention to Use Service Robots: An Integrated Trustworthiness Beliefs Model for Robot Acceptance. Int J Soc Robot 2023. [DOI: 10.1007/s12369-022-00952-4] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 02/27/2023]
Abstract
AbstractWith the increasing abilities of robots, the prediction of user decisions needs to go beyond the usability perspective, for example, by integrating distinctive beliefs and trust. In an online study (N = 400), first, the relationship between general trust in service robots and trust in a specific robot was investigated, supporting the role of general trust as a starting point for trust formation. On this basis, it was explored—both for general acceptance of service robots and acceptance of a specific robot—if technology acceptance models can be meaningfully complemented by specific beliefs from the theory of planned behavior (TPB) and trust literature to enhance understanding of robot adoption. First, models integrating all belief groups were fitted, providing essential variance predictions at both levels (general and specific) and a mediation of beliefs via trust to the intention to use. The omission of the performance expectancy and reliability belief was compensated for by more distinctive beliefs. In the final model (TB-RAM), effort expectancy and competence predicted trust at the general level. For a specific robot, competence and social influence predicted trust. Moreover, the effect of social influence on trust was moderated by the robot's application area (public > private), supporting situation-specific belief relevance in robot adoption. Taken together, in line with the TPB, these findings support a mediation cascade from beliefs via trust to the intention to use. Furthermore, an incorporation of distinctive instead of broad beliefs is promising for increasing the explanatory and practical value of acceptance modeling.
Collapse
|
3
|
Huang YT, Yu N, Chen CY. How do mini games affect female users of mobile commerce? Improving platform satisfaction through game use intention. Front Psychol 2022; 13:973144. [PMID: 36225709 PMCID: PMC9549871 DOI: 10.3389/fpsyg.2022.973144] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/19/2022] [Accepted: 08/03/2022] [Indexed: 11/13/2022] Open
Abstract
Combining games with mobile commerce applications has been a trend in recent years. Mobile commerce is attracting a large number of people, especially females, to play mini games on the platform. The gamification of mobile commerce may affect users’ platform satisfaction. This study aims to explore the intention of female users to play mobile commerce games and its impact on platform satisfaction. We collected data from females in China who played mobile commerce games and then used a structural equation model to test the various hypotheses we made. The results showed that game use intention fully mediated the impact of performance expectation, hedonic motivation, and social influence on platform satisfaction. Effort expectation had no significant impact on game use intention but had a positive impact on platform satisfaction. Game use intention had a positive impact on platform satisfaction. The frequency of playing games and the amount of money spent on the platform were positively correlated with game use intention. Females over 25 years old preferred to play mobile commerce games. This study provides a theoretical reference and practical enlightenment and makes a specific contribution to the development of mobile commerce platform and the application of gamification. However, this study has limitations in terms of test samples, research methods and research content, and further research on mobile commerce is required in the future.
Collapse
Affiliation(s)
- Yi-Ting Huang
- Department of Interaction Design, National Taipei University of Technology, Taipei, Taiwan
| | - Na Yu
- College of Fine Arts and Design, Wenzhou University, Wenzhou, China
- *Correspondence: Na Yu,
| | - Ching-Yi Chen
- Department of Commercial Design, Chung Yuan Christian University, Taoyuan, Taiwan
| |
Collapse
|
4
|
Evaluating the Use of QR Codes on Food Products. SUSTAINABILITY 2022. [DOI: 10.3390/su14084437] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 12/10/2022]
Abstract
Today, consumers consider food packaging to be as equally important as a product brand. In addition, the increase in smartphone usage by consumers has led marketers to design new forms of packaging. Among the latest marketing trends, smart packaging with the use of QR Codes is emerging as one of the most promising technologies to enhance the information provided to consumers and influence their buying behavior. This study evaluates the use of a QR Code on bottled milk and more specifically on milk produced by one of the most well-known “boutique” Greek dairy producers. It consists of two phases. In the first one, data was gathered from 537 consumers of the product to capture and analyze their (i) buying behavior, (ii) perception of the product’s package, and (iii) knowledge about the product. In the second phase, a Quick Response (QR) Code was placed on the bottle’s label. Consumers who scanned it were linked to a web page containing information on the product. A total of 308 from the 537 initial respondents scanned the code, accessed the site, and answered the second questionnaire. Similar to the first stage, (i) the consumers’ buying behavior, (ii) their perception of the product’s package, and (iii) their knowledge about the product were examined, following their visit to the above-mentioned website through the QR Code. The objective was to evaluate the use of web applications using enriched text information. The results show that a QR Code on the packaging of food products, which directs consumers to entertaining and enriched content, results in an increased level of usage intention. Moreover, they proved that comprehension and self-confidence are higher with the adoption of the QR Code. In addition, the use of QR Codes enables businesses to provide timely and accurate information and positively influence consumers′ buying behavior.
Collapse
|
5
|
Wang X, Shi J, Kong H. Online Health Information Seeking: A Review and Meta-Analysis. HEALTH COMMUNICATION 2021; 36:1163-1175. [PMID: 32290679 DOI: 10.1080/10410236.2020.1748829] [Citation(s) in RCA: 129] [Impact Index Per Article: 32.3] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/11/2023]
Abstract
Online health information, as an emerging field in health communication research, has attracted close attention from researchers. To identify major determinants of why individuals seek health information online, we conducted a meta-analysis that systematically accumulates the existing research findings. To that end, by integrating three theories or models for examining information-seeking behavior, we developed a theoretical framework for the current meta-analysis that emphasizing psychosocial, instrumental, contextual, and demographic factors. By analyzing the effect sizes from 44 articles representing 54 empirical samples, we found that the quality, trustworthiness, and utility of online health information were the dominant predictors of seeking it and that instrumental factors were more important than psychological ones in determining whether individuals did so. Moreover, the development of information and communication technology, the sampling method, and the type of information sought significantly moderated pairwise relationships between determinants and seeking behavior, whereas culture did not. Herein, we discuss the theoretical implications of our findings as well as directions for future research.
Collapse
Affiliation(s)
- Xiaohui Wang
- Department of Journalism, School of Communication, Hong Kong Baptist University
| | - Jingyuan Shi
- Department of Communication Studies, School of Communication, Hong Kong Baptist University
| | - Hanxiao Kong
- School of Communication, Hong Kong Baptist University
| |
Collapse
|
6
|
Smirni D, Garufo E, Di Falco L, Lavanco G. The Playing Brain. The Impact of Video Games on Cognition and Behavior in Pediatric Age at the Time of Lockdown: A Systematic Review. Pediatr Rep 2021; 13:401-415. [PMID: 34287345 PMCID: PMC8293336 DOI: 10.3390/pediatric13030047] [Citation(s) in RCA: 6] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 04/29/2021] [Revised: 07/07/2021] [Accepted: 07/12/2021] [Indexed: 11/16/2022] Open
Abstract
A growing number of children and adolescents play video games (VGs) for long amounts of time. The current outbreak of the Coronavirus pandemic has significantly reduced outdoor activities and direct interpersonal relationships. Therefore, a higher use of VGs can become the response to stress and fear of illness. VGs and their practical, academic, vocational and educational implications have become an issue of increasing interest for scholars, parents, teachers, pediatricians and youth public policy makers. The current systematic review aims to identify, in recent literature, the most relevant problems of the complex issue of playing VGs in children and adolescents in order to provide suggestions for the correct management of VG practice. The method used searches through standardized search operators using keywords related to video games and the link with cognition, cognitive control and behaviors adopted during the pandemic. Ninety-nine studies were reviewed and included, whereas twelve studies were excluded because they were educationally irrelevant. Any debate on the effectiveness of VGs cannot refer to a dichotomous approach, according to which VGs are rigidly 'good' or 'bad'. VGs should be approached in terms of complexity and differentiated by multiple dimensions interacting with each other.
Collapse
|
7
|
Rüth M, Kaspar K. Commercial Video Games in School Teaching: Two Mixed Methods Case Studies on Students' Reflection Processes. Front Psychol 2021; 11:594013. [PMID: 33574781 PMCID: PMC7870496 DOI: 10.3389/fpsyg.2020.594013] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/12/2020] [Accepted: 12/08/2020] [Indexed: 11/13/2022] Open
Abstract
Commercial video games are popular entertainment media and part of students’ media reality. While commercial video games’ main purpose is not learning, they nonetheless could and should serve as objects of reflection in formal educational settings. Teachers could guide student learning and reflection as well as motivate students with commercial video games, but more evidence from formal educational settings is required. We conducted two mixed methods case studies to investigate students’ reflection processes using commercial video games in regular formal high school teaching. In a double lesson, 29 students of a 10th-grade biology course (Study 1) and 17 students of a 12th-grade advanced course on history (Study 2) played and discussed a commercial video game related to the current curricular topic. We examined the reflection processes of students in terms of their reactions to the teachers’ game-related statements and questions. Regarding teachers’ statements, students discussed several topics related to game enjoyment and the games’ representation of topic-related content. Regarding teachers’ questions, students discussed multiple goals in each game, how the games represented topic-related content, and how the games could be appropriate for learning. In Study 2, students additionally discussed emotions, stereotypes, violence, and the narrative related to the digital history game. We found that the discussions provided students opportunities to reflect on their game experiences and the current curricular topic as well as to practice media criticism. We further provide quantitative results on students’ perceived topic knowledge, on several facets of their learning motivation, and on their acceptance of video games. Overall, our findings illustrate the educational value of using commercial video games as objects of reflection.
Collapse
Affiliation(s)
- Marco Rüth
- Department of Psychology, University of Cologne, Cologne, Germany
| | - Kai Kaspar
- Department of Psychology, University of Cologne, Cologne, Germany
| |
Collapse
|
8
|
Lopez KD, Cravero C, Krishnan A, Carvalho de Sousa Freire VE, Culbert GJ. Feasibility of a mHealth survey application for incarcerated and postrelease people living with HIV in a low-resource setting. Res Nurs Health 2020; 44:201-212. [PMID: 33341994 DOI: 10.1002/nur.22098] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/21/2020] [Revised: 12/03/2020] [Accepted: 12/04/2020] [Indexed: 11/06/2022]
Abstract
Mobile health (mHealth) holds considerable promise as a way to give people greater control of their health information, privacy, and sharing in the context of HIV research and clinical services. The purpose of this study was to determine the feasibility of an mHealth research application from the perspective of three stakeholder groups involved in an HIV clinical trial in Jakarta, Indonesia: (a) incarcerated people living with HIV (PLWH), (b) research assistants (RAs), and (c) research investigators. Incarcerated PLWH (n = 150) recruited from two large all-male prisons completed questionnaires, including questions about mHealth acceptability, on an mHealth survey application using a proprietary data collection software development platform. RAs who administered questionnaires (n = 8) rated the usability of the software application using the system usability scale (SUS) and open-ended questions. Research investigators (n = 2) completed in-depth interviews, that were coded and analyzed using the technology acceptance model (TAM) as a conceptual framework. Over 90% of incarcerated PLWH felt the mHealth application offered adequate comfort, privacy, and accuracy in recording their responses. RAs' SUS scores ranged from 60% to 90% (M = 76.25) and they found the mHealth survey application challenging to learn, but highly satisfying. Compared with paper-based data collection, researchers felt that electronic data collection led to improved accuracy and efficiency of data collection and the ability to monitor data collection remotely and in real time. The researchers perceived the learnability of the application as acceptable but required self-instruction.
Collapse
Affiliation(s)
| | | | - Archana Krishnan
- University at Albany, State University of New York, New York, New York, USA
| | | | - Gabriel J Culbert
- University of Illinois at Chicago, Chicago, Illinois, USA.,University of Indonesia, Depok, Indonesia
| |
Collapse
|
9
|
Guo JL, Hsu HP, Lin MH, Lin CY, Huang CM. Testing the Usability of Digital Educational Games for Encouraging Smoking Cessation. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2020; 17:E2695. [PMID: 32295202 PMCID: PMC7216176 DOI: 10.3390/ijerph17082695] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.6] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 03/30/2020] [Accepted: 04/10/2020] [Indexed: 11/16/2022]
Abstract
This study, using an observational design, assessed the effect of digital educational games on students' intention to quit smoking. Specifically, a series of digital games were developed to encourage smoking cessation and enhance students' engagement with the material. Three determinants of engagement were tested: perceived ease of use, perceived usefulness, and perceived satisfaction. Usability assessments were performed using a structured questionnaire and usability-testing software (Morae). Most students reported that the games were easy to use (73.3-93.3%), useful (60.0-83.3%) and satisfactory (66.7-70.0%). After using the games, approximately half (46.7-53.3%) reported that they intended to quit smoking. After controlling for gender and age, multiple regression analysis revealed that only perceived usefulness statistically significantly contributed to intention to quit (β = 2.38, p < 0.05). 'Taiko Drumming' showed the highest number of mouse clicks (67.23), and the lowest time between inputs (7.88 s). It also received the most positive feedback (17 marks). These findings show that integrating learners' experiences into the development of learning material can improve learning effectiveness.
Collapse
Affiliation(s)
- Jong-Long Guo
- Department of Health Promotion and Health Education, College of Education, National Taiwan Normal University, Taipei 106, Taiwan;
| | - Hsiao-Pei Hsu
- Institute of Clinical Nursing, School of Nursing, National Yang-Ming University, Taipei 112, Taiwan;
| | - Mei-Hsun Lin
- Cathay Healthcare Management, Taipei 106, Taiwan;
| | - Cheng-Yu Lin
- Department of Radio, Television & Film, Shih Hsin University, Taipei 116, Taiwan;
| | - Chiu-Mieh Huang
- Institute of Clinical Nursing, School of Nursing, National Yang-Ming University, Taipei 112, Taiwan;
| |
Collapse
|
10
|
Baranowski T, Lyons EJ. Scoping Review of Pokémon Go: Comprehensive Assessment of Augmented Reality for Physical Activity Change. Games Health J 2020; 9:71-84. [PMID: 31386564 PMCID: PMC7194320 DOI: 10.1089/g4h.2019.0034] [Citation(s) in RCA: 24] [Impact Index Per Article: 4.8] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 02/06/2023] Open
Abstract
Pokémon Go™ (PG) is a mobile videogame that requires real-world walking to "catch" augmented reality (AR) virtual creatures. Media attention speculated that extensive physical activity (PA) could result from PG play, which could have public health benefit. Little is known about contextual factors related to PG play and how they may impact play initiation or duration. A systematic search of articles reporting the words PG was conducted with PubMed and Google Scholar. To understand the many possible influences on and outcomes of PG play, a scoping review was conducted by employing a conceptual model to organize the literature. Although large numbers of people started playing PG, these were a relatively small proportion of the relevant populations, but PG may have activated some of those most in need of PA. Diverse factors predicted who initiated PG play, but they tended to emphasize anticipated fun, escapism, nostalgia, social ties, and desire for PA. Environmental factors (e.g., unavailable GPS signals, trespassing laws) limited PG play for some. Diverse factors predicted duration of gameplay, but fun appeared to be prominent. The level of increases in PA from PG among youth and young adults appeared to be small or undetected, and of a relatively short duration (<2 months). Among older adults, however, there were modest increases in PA for up to 7 months post-release. This intensity and duration of increased PA appears to be inadequate to stem the epidemic of obesity but may have mental and social health benefits. Although many adverse outcomes from playing PG were reported, these appear to be low incidence, which should primarily influence PG players to knowingly exercise caution. Many research issues were identified to specify who might play AR games and effective strategies to enhance game design to increase PA.
Collapse
Affiliation(s)
- Tom Baranowski
- Department of Pediatrics, USDA/ARS Children's Nutrition Research Center, Baylor College of Medicine, Houston, Texas
| | - Elizabeth J. Lyons
- The University of Texas Medical Branch, Institute for Translational Sciences, Galveston, Texas
| |
Collapse
|
11
|
Soltani P, Figueiredo P, Vilas-Boas JP. Does exergaming drive future physical activity and sport intentions? J Health Psychol 2020; 26:2173-2185. [PMID: 32114831 DOI: 10.1177/1359105320909866] [Citation(s) in RCA: 9] [Impact Index Per Article: 1.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 02/05/2023] Open
Abstract
We studied how usability and playability of sport exergames affect future intentions of participation in physical activity or actual sport. We employed questionnaires to measure participants' enjoyment, usability, game-experience, and future intentions of physical activity and real sport. We compared the outcomes based on players' gender, previous real-swimming, and exergame experience. Psychological parameters were not different between groups but players without exergame experience enjoyed the game more. Physical activity intentions increased for all participants but not swimming intentions. The limitations of current gaming systems and their effects on players' gaming experience and intentions are discussed.
Collapse
Affiliation(s)
- Pooya Soltani
- Centre of Research, Education, Innovation and Intervention in Sport (CIFI2D), Porto Biomechanics Laboratory (LABIOMEP), University of Porto, Portugal.,Etienne-Jules Marey Institute of Movement Sciences, Aix-Marseille University, France.,Assistive Technologies Innovation Centre (ATiC), University of Wales Trinity Saint David, UK.,Department of Physical Education and Sport Sciences, School of Education and Psychology, Shiraz University, Iran
| | - Pedro Figueiredo
- Portuguese Football School, Portuguese Football Federation, Portugal.,Research Center in Sports Sciences, Health Sciences and Human Development, CIDESD, University Institute of Maia, ISMAI, Portugal
| | - João Paulo Vilas-Boas
- Centre of Research, Education, Innovation and Intervention in Sport (CIFID), Porto Biomechanics Laboratory (LABIOMEP), University of Porto, Portugal
| |
Collapse
|
12
|
Bassiouni DH, Hackley C, Meshreki H. The integration of video games in family-life dynamics. INFORMATION TECHNOLOGY & PEOPLE 2019. [DOI: 10.1108/itp-11-2017-0375] [Citation(s) in RCA: 12] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/17/2022]
Abstract
Purpose
Empirical studies using the technology acceptance model (TAM) have mainly focussed on utilitarian technologies. The purpose of this paper is to extend the TAM in order to develop a more nuanced understanding of the family dynamic around video game acceptance within households.
Design/methodology/approach
This paper proposes a new and unique adaptation of the TAM to study the acceptance of hedonic technologies in the context of parents’/carers’ acceptance and integration of video games within family-life dynamics. This adaptation of the TAM attempts to shed light on the social influences and intrinsic motivations behind parents’ and carers’ intentions to purchase video games for their children’s consumption.
Findings
The usefulness of video games lies in how enjoyable and entertaining they are, and this seems to be influenced by the convenience and ease of use that ultimately affects the behavioural intention towards video games. Convenience of use brings in social influences on perceived enjoyment and on parents’ actual behaviour towards video games. Some social influences seem to play a direct role in affecting children’s behaviour towards video games.
Research limitations/implications
The authors acknowledge that using Facebook as a tool for data collection has limitations attributed to selection bias. Another limitation is not giving voice to the children to account for their own subjective experience of video games and relying on their parents’ perceptions on the matter.
Social implications
This study advocated extending TAM within a hedonic framework in the context of examining parents’/carers’ acceptance of video games, while re-validating past theories of TAM and introducing new contextual variables adapted to address hedonic technologies.
Originality/value
Empirical studies using TAM have focussed on the utilitarian nature of technologies and very few considered hedonic technologies. This study’s key contribution to research lies in explaining the effects of parents’ perceived enjoyment, ease of use and convenience on the intention to purchase and play video games. The findings feed into work on the ethics and developmental issues around the marketing of video games to and for children.
Collapse
|
13
|
Anderson-Hanley C, Barcelos NM, Zimmerman EA, Gillen RW, Dunnam M, Cohen BD, Yerokhin V, Miller KE, Hayes DJ, Arciero PJ, Maloney M, Kramer AF. The Aerobic and Cognitive Exercise Study (ACES) for Community-Dwelling Older Adults With or At-Risk for Mild Cognitive Impairment (MCI): Neuropsychological, Neurobiological and Neuroimaging Outcomes of a Randomized Clinical Trial. Front Aging Neurosci 2018; 10:76. [PMID: 29780318 PMCID: PMC5945889 DOI: 10.3389/fnagi.2018.00076] [Citation(s) in RCA: 107] [Impact Index Per Article: 15.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/08/2017] [Accepted: 03/07/2018] [Indexed: 12/19/2022] Open
Abstract
Prior research has found that cognitive benefits of physical exercise and brain health in older adults may be enhanced when mental exercise is interactive simultaneously, as in exergaming. It is unclear whether the cognitive benefit can be maximized by increasing the degree of mental challenge during exercise. This randomized clinical trial (RCT), the Aerobic and Cognitive Exercise Study (ACES) sought to replicate and extend prior findings of added cognitive benefit from exergaming to those with or at risk for mild cognitive impairment (MCI). ACES compares the effects of 6 months of an exer-tour (virtual reality bike rides) with the effects of a more effortful exer-score (pedaling through a videogame to score points). Fourteen community-dwelling older adults meeting screening criteria for MCI (sMCI) were adherent to their assigned exercise for 6 months. The primary outcome was executive function, while secondary outcomes included memory and everyday cognitive function. Exer-tour and exer-score yielded significant moderate effects on executive function (Stroop A/C; d's = 0.51 and 0.47); there was no significant interaction effect. However, after 3 months the exer-tour revealed a significant and moderate effect, while exer-score showed little impact, as did a game-only condition. Both exer-tour and exer-score conditions also resulted in significant improvements in verbal memory. Effects appear to generalize to self-reported everyday cognitive function. Pilot data, including salivary biomarkers and structural MRI, were gathered at baseline and 6 months; exercise dose was associated with increased BDNF as well as increased gray matter volume in the PFC and ACC. Improvement in memory was associated with an increase in the DLPFC. Improved executive function was associated with increased expression of exosomal miRNA-9. Interactive physical and cognitive exercise (both high and low mental challenge) yielded similarly significant cognitive benefit for adherent sMCI exercisers over 6 months. A larger RCT is needed to confirm these findings. Further innovation and clinical trial data are needed to develop accessible, yet engaging and effective interventions to combat cognitive decline for the growing MCI population. ClinicalTrials.gov ID: NCT02237560
Collapse
Affiliation(s)
- Cay Anderson-Hanley
- The Healthy Aging and Neuropsychology Lab, Union College, Schenectady, NY, United States
| | - Nicole M Barcelos
- The Healthy Aging and Neuropsychology Lab, Union College, Schenectady, NY, United States
| | - Earl A Zimmerman
- Alzheimer's Disease Center, Albany Medical Center, Albany, NY, United States
| | - Robert W Gillen
- Sunnyview Rehabilitation Hospital, Schenectady, NY, United States
| | - Mina Dunnam
- Stratton VA Medical Center, Albany, NY, United States
| | - Brian D Cohen
- Department of Biology, Union College, Schenectady, NY, United States
| | - Vadim Yerokhin
- Biomedical Sciences Department, Oklahoma State University, Tulsa, OK, United States
| | - Kenneth E Miller
- Department of Anatomy and Cell Biology, Oklahoma State University, Tulsa, OK, United States
| | - David J Hayes
- The Healthy Aging and Neuropsychology Lab, Union College, Schenectady, NY, United States
| | - Paul J Arciero
- Department of Health & Human Physiological Sciences, Skidmore College, Saratoga Springs, NY, United States
| | - Molly Maloney
- The Healthy Aging and Neuropsychology Lab, Union College, Schenectady, NY, United States
| | - Arthur F Kramer
- Beckman Institute, University of Illinois, Urbana-Champaign, Champaign, IL, United States
| |
Collapse
|