Acute Effects of Augmented Reality Exergames versus Cycle Ergometer on Reaction Time, Visual Attention, and Verbal Fluency in Community Older Adults

Int J Environ Res Public Health. 2022 Nov 8;19(22):14667. doi: 10.3390/ijerph192214667.

Abstract

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.

Keywords: acute effects; augmented reality; cognition; executive functions; older adults.

Publication types

  • Randomized Controlled Trial
  • Research Support, Non-U.S. Gov't

MeSH terms

  • Aged
  • Augmented Reality*
  • Exercise
  • Exergaming
  • Humans
  • Neuropsychological Tests
  • Reaction Time

Grants and funding

This research was funded by the National Funds through the Portuguese Foundation for Science and Technology (FCT), grant number SFRH/BD/141448/2018, and the European Fund for Regional Development (FEDER). The sponsors had no role in the preparation of this manuscript.