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The Impact of a Multitasking-Based Virtual Reality Motion Video Game on the Cognitive and Physical Abilities of Older Adults

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  • Xiaoxuan Li

    (Center for Human-Engaged Computing, Kochi University of Technology, Kochi 782-8502, Japan
    These authors contributed equally to this work.)

  • Kavous Salehzadeh Niksirat

    (Center for Human-Engaged Computing, Kochi University of Technology, Kochi 782-8502, Japan
    Department of Information Systems, University of Lausanne, CH-1015 Lausanne, Switzerland
    These authors contributed equally to this work.)

  • Shanshan Chen

    (School of Optoelectronics, Beijing Institute of Technology, Beijing 100081, China)

  • Dongdong Weng

    (School of Optoelectronics, Beijing Institute of Technology, Beijing 100081, China)

  • Sayan Sarcar

    (Center for Human-Engaged Computing, Kochi University of Technology, Kochi 782-8502, Japan
    Faculty of Library Information and Media Science, University of Tsukuba, Tsukuba 305-8550, Japan)

  • Xiangshi Ren

    (Center for Human-Engaged Computing, Kochi University of Technology, Kochi 782-8502, Japan)

Abstract

This study demonstrates how playing a well-designed multitasking motion video game in a virtual reality (VR) environment can positively impact the cognitive and physical health of older players. We developed a video game that combines cognitive and physical training in a VR environment. The impact of playing the game was measured through a four-week longitudinal experiment. Twenty healthy older adults were randomly assigned to either an intervention group (i.e., game training) or a control group (i.e., no contact). Participants played three 45-min sessions per week completing cognitive tests for attention, working memory, reasoning and a test for physical balance before and after the intervention. Results showed that compared to the control group, the game group showed significant improvements in working memory and a potential for enhancing reasoning and balance ability. Furthermore, while the older adults enjoyed playing the video game, ability enhancements were associated with their intrinsic motivation to play. Overall, cognitive training with multitasking VR motion video games has positive impacts on the cognitive and physical health of older adults.

Suggested Citation

  • Xiaoxuan Li & Kavous Salehzadeh Niksirat & Shanshan Chen & Dongdong Weng & Sayan Sarcar & Xiangshi Ren, 2020. "The Impact of a Multitasking-Based Virtual Reality Motion Video Game on the Cognitive and Physical Abilities of Older Adults," Sustainability, MDPI, vol. 12(21), pages 1-14, November.
  • Handle: RePEc:gam:jsusta:v:12:y:2020:i:21:p:9106-:d:438779
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    References listed on IDEAS

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    1. J. A. Anguera & J. Boccanfuso & J. L. Rintoul & O. Al-Hashimi & F. Faraji & J. Janowich & E. Kong & Y. Larraburo & C. Rolle & E. Johnston & A. Gazzaley, 2013. "Video game training enhances cognitive control in older adults," Nature, Nature, vol. 501(7465), pages 97-101, September.
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    Cited by:

    1. Bárbara-Mariana Gutiérrez-Pérez & Antonio-Víctor Martín-García & Alicia Murciano-Hueso & Ana-Paula Oliveira Cardoso, 2023. "Use of serious games with older adults: systematic literature review," Palgrave Communications, Palgrave Macmillan, vol. 10(1), pages 1-17, December.
    2. Di Zhu & Yuchen Jing & Ruonan Huang & Yan Gao & Yue Liu & Zheng Zou & Wei Liu, 2022. "Designing a Mobile Application for Working Memory Training through Understanding the Psychological and Physiological Characteristics of Older Adults," Sustainability, MDPI, vol. 14(21), pages 1-18, October.

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