17th Annual ECSS-Congress, Bruges 2012

Abstract details

Abstract-ID: 395
Session: [EP-UD01] E-poster undebated
Lecture room: On screens
Date & time: 02.07.2014 / -
Title of the paper: A randomized controlled trial of an exergame using Kinect for elderly individuals
Authors: Sato, K., Kuroki, K., Saiki, S., Nagatomi, R.
Institution: Tohoku University
Department: Medicine & science in Sports & Exercise
Country: Japan
Abstract text Introduction As Japan is developing into a super aging society, dramatic increases in medical and care costs for elderly individuals are becoming social problems. Decreased motor function and a reduced level of activity associated with aging are referred to as “locomotive syndrome” (LS) (Nakamura, 2011). In recent years, the effects of exercise intervention using video games have been reported. These games, called “exergames,” have been used as a form of exercise intervention for various age groups. Video game intervention for elderly individuals has been reported to increase motivation to exercise and improving strength and balance function (Osorio et al., 2012) (Jorgensen et al., 2013). We created a game using a Kinect sensor (Microsoft) for LS prevention in elderly individuals and conducted a randomized controlled trial to verify its effects. Methods A total of 57 community-dwelling, healthy elderly individuals with no motor function problems participated in this study. They were randomly assigned to either an intervention (n = 29) or a non-intervention group (n = 28). All participants gave their consent after receiving an explanation of the study. The present study was conducted after receiving the approval of the Tohoku Fukushi University research ethics committee. Four types of games were created using a Kinect sensor. These comprised an arm game, a one-leg standing game, a tandem standing game, and a squat game. The intervention group played the games a total of 24 times at a rate of once or twice a week for approximately 40 min each time. Three-dimensional motion analysis equipment was used to analyze walking and lower limb muscle strength (hip joint flexion, knee flexion/extension, ankle dorsiflexion) before and after intervention, and the 30 second chair sitting test (CS-30), one-leg stand time, and functional reach test (FRT) were conducted to compare the effects of the exergame. Results In the intervention group, walking speed significantly improved after intervention when compared with that before intervention. All muscle strength items except ankle dorsiflexion and CS-30, FRT significantly improved. Discussion One benefit of intervention for elderly people involving exergames is the fact that no exercise instructor is required, which leads to decreased costs while allowing them to engage in sufficient levels of exercise at a sufficient frequency. The fact that our results showed improved muscle strength and test scores in elderly individuals indicates that exergames contribute to improved motor function. The use of exergames, which can be easily performed, enables elderly individuals to frequently engage in effective exercise. Therefore, we conclude that exergames could become a new method of exercise instruction. References Jorgensen, M. G., Laessoe, U., Hendriksen, C., Nielsen, O. (2013). Journals of Gerontology Series A, 68(7), 845-852. Nakamura, K. (2011). J Orthop Sci, 16(5), 489-91. Osorio, Gume, David C. Moffat, Jonathan Sykes. (2012). Games for Health Journal, 1(3), 205-210.
Topic: Health and Fitness
Keyword I: elderly
Keyword II: exergame
Keyword III: prevention