scholarly journals Feasibility and Enjoyment of Exercise Video Games in Older Adults

2020 ◽  
Vol 4 (Supplement_1) ◽  
pp. 559-559
Author(s):  
Sara Freed ◽  
Briana Sprague ◽  
Lesley Ross

Abstract Interventions using exercise video games, or exergames, have shown short-term cognitive and physical benefits to older adults, though long-term effects are less promising. Enjoyment of exergames may promote exergame use after the intervention period, though little work has examined older adults’ views of exergames before and after gameplay experience. We invited 20 older adults between 65 and 84 years of age (M=73.30, SD=5.95) to play two Xbox Kinect games, Just Dance and Kinect Sports Rivals, for twenty minutes. In our presentation, we will present qualitative and quantitative findings of this pilot study, including findings that older adults reported that they were not likely to play similar exergames in the future and that they did not find the exergames to be more fun compared to other ways of exercising. We will discuss implications for game design and research relevant to game developers, manufacturers, and researchers. Part of a symposium sponsored by Technology and Aging Interest Group.

Author(s):  
Yunkyeong Nam

A case study was conducted in order to track the human brain adapts to changing demands by physical exercise. Reaction time and amplitude discrimination capacity of the individual were measured with the Brain Gauge to monitor brain activity before and after aerobic exercise. The objective of the study was to determine if there were short-term and/or long-term effects of aerobic exercise.  The data suggests that there are short-term effects and some improvements in performance on the tasks when comparing metrics obtained after exercise to before exercise.  For this individual, aerobic exercise was a regular part of daily routine, there was no long-term effect detected over the relatively short duration of the study.


1991 ◽  
Vol 73 (3_suppl) ◽  
pp. 1159-1170 ◽  
Author(s):  
Steven James Linton

This study investigated the short-term effects of a workshop for 22 immediate supervisors designed to reduce musculoskeletal pain injuries. One group of supervisors received training on how to deal with musculoskeletal injuries, while the control group of 14 received no training. 36 male immediate supervisors and 171 male employees within the Swedish railroad system completed questionnaires before and after the intervention. The trained supervisors' ratings showed that they enjoyed the workshop and believed that it improved their skills. Moreover, trained supervisors significantly more often than the controls showed target behaviors and attitudes compatible with course content. Finally, employees of the trained supervisors reported significantly more often than the control group that their supervisor used target behaviors. It is concluded that an educational program for immediate supervisors is viable and may lead to changes in attitude and behavior. Teaching supervisors to work with employees is a rich field for future investigation; the long-term effects of such programs need to be studied.


Author(s):  
Naoyuki Hayashi, PhD ◽  
Lanfei Du, MSc

Introduction: The ocular blood flow (OBF) is responsible for supplying nutrition to the retina, which plays a fundamental role in visual function. Massage is expected to improve the blood flow and, consequently, vascular function. The aim of this study was to determine the shortterm and long-term effects of periocular massage on OBF and visual acuity. Methods: The OBF and visual acuity were measured in 40 healthy adults aged 20–30 years before and after massage, and also in control subjects. Three massage methods were used: applying periocular acupressure (“Chinese eye exercise”: CE), using a facial massage roller (MR), and using an automated eye massager (AM). The OBF and visual acuity were first measured before and after applying each type of massage for 5 min. Eye massage was then applied for 5 min once daily over a 60-day period, while the control group received no massage. The same measurements were then performed again. Results: Performing short-term periocular massage showed significant interactions in time and massage effects on visual acuity in CE and AM groups, and on OBF in AM group, while 60-day massage period exerted no significant effects. No significant relationship was found between OBF and visual acuity changes. Conclusions: These results suggest that short-term periocular massage with Chinese eye exercise and automated eye massager can improve OBF and visual acuity, although no causal relationship was supported.


Author(s):  
Rosa Angela Fabio ◽  
Massimo Ingrassia ◽  
Marco Massa

The aim of the present study is to compare the short- and long-term effects of video-gaming by using the same measurements. More precisely, habitual and occasional video-gamers were compared so as to analyze the long-term effects. An ABABABA design was used to analyze the short-term effects. The first A refers to baseline measurements: Visual RT, Auditory RT, Aim trainer RT, Go/No-Go RT and N-Back RT. The first B refers to 30 min of gaming, the second A refers to the measurements used in the baseline, the second B refers to 60 min of a video game, the third A refers to the same measurements used in the baseline, the third B refers to a 30-min rest, and finally, the fourth A refers to the measurements used in the baseline. Seventy participants, twenty-nine habitual video-gamers and forty-one occasional video-gamers, participated in the study. The results showed a temporary improvement of cognitive functions (Visual RT, Auditory RT, Aim trainer RT, Go/No-Go RT and N-Back RT) in the short term and a strong enhancement of cognitive functions in the long term. The results are discussed in light of Flow Theory and the automatization process. Contribution of the study: The contribution of this research is to highlight that despite there being a transient enhancement of executive and cognitive functions through the use of mobile video games in the short-term period, with a decrease of performance after a 30-min rest, there is a strong increase of cognitive performance in the long-term period. Flow Theory and the automatization process together can explain this apparent inconsistency between the positive increase of long-term performance and the transient increase of short-term performance. One limitation of the present research is that it is not possible to distinguish whether the long-term enhancements can be attributed either to continued practice in the use of video games compared to non-gamers, or to the possibility that gamers are already predisposed to video game playing. Future research should address this issue.


2021 ◽  
Author(s):  
Yun Zhang ◽  
Zhixin Feng

Abstract Background Social isolation and loneliness are serious public health risks affecting a significant number of older adults globally. However, it is uncertain whether their health effects are short-term or long-term, which impedes the developing of more effective and precising interventions. We therefore assessed the varied health effects of short-term and long-term exposure of social isolation and loneliness among a nationwide sample of older adults from China. Methods We assessed social isolation and loneliness in 6,066 men and women aged 65 and older who took part in both 2011 and 2014 waves of Chinese Longitudinal Healthy Longevity Survey. Social isolation was assessed in terms of absence of key family members, including spouse, children or siblings, and a deficiency in participating in social activities. Loneliness was administered by using a questionnaire. Four health outcomes were investigated: self-rated health, activities of daily living (ADLs), Instrumental activities of daily living (IADLs), and cognitive function measured by Mini-Mental State Examination (MMSE). We used different tests and multivariate regression analyses to examine the short-term (< 3 years) and long-term (>= 3 years) effects of social isolation and loneliness on health outcomes.Results After controlling for covariates of demographic, socioeconomic, lifestyle, and baseline health factors, in the short-term effects, there are significant associations found between absence of children and poor SRH and cognitive impairment (ORs=1.53 and 9.87); absence of siblings and poor SRH, cognitive impairment, and difficulty with ADLs and IADLs (ORs=1.29, 1.35, 1.26 and 1.22 respectively); loneliness and poor SRH and difficulties with IADLs (ORs=1.92 and 1.55). While, in the long-term effects, absence of siblings is marginally significantly associated with cognitive impairment (OR=1.21), but significant associations are found between deficiency in participating in social activities and poor SRH, difficulty with ADLs and IADLs (ORs=1.33, 1.55 and 1.69, respectively); loneliness and poor SRH, difficulty with IADLs and less difficulties in ADLs (ORs=2.96, 2.45 and 0.32, respectively).Conclusions The results of this study show that social isolation at family level mainly have short-term effects, while social isolation at societal level have mainly have long-term, and loneliness has both short-term and long-term effects on older people’s health outcomes.


2011 ◽  
Vol 2011 ◽  
pp. 1-7 ◽  
Author(s):  
Sandra E. A. de Jong ◽  
Floris Groenendaal ◽  
Frank van Bel ◽  
Karin J. Rademaker

Background/Objective. Hydrocortisone, administered to ventilated preterm neonates to facilitate extubation, has no adverse long-term effects, but short-term pulmonary effects have not been described previously. In the present study, we analyzed effects of hydrocortisone on ventilator settings and FiO2in ventilator-dependent preterm infants.Patients and Methods. Fifty-five preterm children were included in this retrospective cohort study. Hydrocortisone was administered at a postnatal age of > 7 days to treat chronic lung disease (CLD). Ventilator settings before and after hydrocortisone administration were recorded as well as FiO2at 36 weeks' gestational age. Presence of cerebral palsy was assessed at a mean corrected age of 24.1 months.Results. Hydrocortisone administered at a median postnatal age of 14 days significantly reduced FiO2from a median of 0.39 to 0.30, mean airway pressure (MAP) from a median of 10.0 cm H2O to 7.6 cm H2O, and PaCO2from a median of 53.5 mmHg to 47 mmHg. Extubation was achieved in all patients. CLD at 36 weeks was present in 11 of the 52 patients (21.1%). None developed cerebral palsy.Conclusions. Hydrocortisone was effective in reducing the FiO2, MAP, and PaCO2and facilitated extubation. Hydrocortisone was not associated with cerebral palsy.


Author(s):  
D.E. Loudy ◽  
J. Sprinkle-Cavallo ◽  
J.T. Yarrington ◽  
F.Y. Thompson ◽  
J.P. Gibson

Previous short term toxicological studies of one to two weeks duration have demonstrated that MDL 19,660 (5-(4-chlorophenyl)-2,4-dihydro-2,4-dimethyl-3Hl, 2,4-triazole-3-thione), an antidepressant drug, causes a dose-related thrombocytopenia in dogs. Platelet counts started to decline after two days of dosing with 30 mg/kg/day and continued to decrease to their lowest levels by 5-7 days. The loss in platelets was primarily of the small discoid subpopulation. In vitro studies have also indicated that MDL 19,660: does not spontaneously aggregate canine platelets and has moderate antiaggregating properties by inhibiting ADP-induced aggregation. The objectives of the present investigation of MDL 19,660 were to evaluate ultrastructurally long term effects on platelet internal architecture and changes in subpopulations of platelets and megakaryocytes.Nine male and nine female beagle dogs were divided equally into three groups and were administered orally 0, 15, or 30 mg/kg/day of MDL 19,660 for three months. Compared to a control platelet range of 353,000- 452,000/μl, a doserelated thrombocytopenia reached a maximum severity of an average of 135,000/μl for the 15 mg/kg/day dogs after two weeks and 81,000/μl for the 30 mg/kg/day dogs after one week.


Psibernetika ◽  
2018 ◽  
Vol 11 (1) ◽  
Author(s):  
Devina Calista ◽  
Garvin Garvin

<p><em>Child abuse by parents is common in households. The impact of violence on children will bring short-term effects and long-term effects that can be attributed to their various emotional, behavioral and social problems in the future; especially in late adolescence that will enter adulthood. Resilience factors increase the likelihood that adolescents who are victims of childhood violence recover from their past experiences</em><em>,</em><em> become more powerful individuals and have a better life. The purpose of this study was to determine the source of resilience in late adolescents who experienced violence from parents in their childhood. This research uses qualitative research methods with in-depth interviews as a method of data collection. The result shows that the three research participants have the aspects of "I Have", "I Am", and "I Can"; a participant has "I Can" aspects as a source of resilience, and one other subject has no source of resilience. The study concluded that parental affection and acceptance of the past experience have role to the three sources of resilience (I Have, I Am, and I Can)</em></p><p><em> </em></p><p><strong><em>Keyword : </em></strong><em>Resilience, adolescence, violence, parents</em></p>


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