• Media type: E-Article
  • Title: Acute Effects of Augmented Reality Exergames versus Cycle Ergometer on Reaction Time, Visual Attention, and Verbal Fluency in Community Older Adults
  • Contributor: Ferreira, Soraia; Marmeleira, José; del Pozo-Cruz, Jesus; Bernardino, Alexandre; Leite, Nilton; Brandão, Mafalda; Raimundo, Armando
  • imprint: MDPI AG, 2022
  • Published in: International Journal of Environmental Research and Public Health
  • Language: English
  • DOI: 10.3390/ijerph192214667
  • ISSN: 1660-4601
  • Keywords: Health, Toxicology and Mutagenesis ; Public Health, Environmental and Occupational Health
  • Origination:
  • Footnote:
  • Description: <jats:p>Background: This study aims to investigate the acute effects of an augmented reality session and a cycle ergometer session compared to no exercise on the reaction times, cognitive flexibility, and verbal fluency of older adults. Methods: Each participant did a familiarization with cognitive tests and the following three sessions: cycle ergometer, no exercise (control group), and augmented reality exergame (Portable Exergame Platform for Elderly) sessions. The participants were randomized in a within-group design into one of six possible combinations. Each moment had a 30 min duration, and after the session, the participants performed a Trail Making Test, a verbal fluency test, and a Deary–Liewald reaction time task. The data were analyzed with a one-way ANOVA with a Bonferroni adjustment. Results: The analysis between the no exercise, cycle ergometer, and augmented reality sessions showed no significant differences in the cognitive measurements. Conclusions: One session of the cycle ergometer exercise or the augmented reality exergames does not acutely improve the reaction times, cognitive flexibility, or verbal fluency in the elderly.</jats:p>
  • Access State: Open Access