The Impact of a Multitasking-Based Virtual Reality Motion Video Game on the Cognitive and Physical Abilities of Older Adults
Xiaoxuan Li,
Kavous Salehzadeh Niksirat,
Shanshan Chen,
Dongdong Weng,
Sayan Sarcar and
Xiangshi Ren
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Xiaoxuan Li: Center for Human-Engaged Computing, Kochi University of Technology, Kochi 782-8502, Japan
Kavous Salehzadeh Niksirat: Center for Human-Engaged Computing, Kochi University of Technology, Kochi 782-8502, Japan
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
Xiangshi Ren: Center for Human-Engaged Computing, Kochi University of Technology, Kochi 782-8502, Japan
Sustainability, 2020, vol. 12, issue 21, 1-14
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.
Keywords: cognitive enhancement; motion video game; multitasking; older adults; physical activity; sustainable VR; working memory; attention; reasoning; physical balance (search for similar items in EconPapers)
JEL-codes: O13 Q Q0 Q2 Q3 Q5 Q56 (search for similar items in EconPapers)
Date: 2020
References: View references in EconPapers View complete reference list from CitEc
Citations: View citations in EconPapers (2)
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Persistent link: https://EconPapers.repec.org/RePEc:gam:jsusta:v:12:y:2020:i:21:p:9106-:d:438779
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