Abstract

BackgroundComputer-based interventions have demonstrated consistent positive effects on various physical abilities in older adults. This study aims to compare two training groups that achieve similar amounts of strength and balance exercise where one group receives an intervention that includes additional dance video gaming. The aim is to investigate the different effects of the training programs on physical and psychological parameters in older adults.MethodsThirty-one participants (mean age ± SD: 86.2 ± 4.6 years), residents of two Swiss hostels for the aged, were randomly assigned to either the dance group (n = 15) or the control group (n = 16). The dance group absolved a twelve-week cognitive-motor exercise program twice weekly that comprised progressive strength and balance training supplemented with additional dance video gaming. The control group performed only the strength and balance exercises during this period. Outcome measures were foot placement accuracy, gait performance under single and dual task conditions, and falls efficacy.ResultsAfter the intervention between-group comparison revealed significant differences for gait velocity (U = 26, P = .041, r = .45) and for single support time (U = 24, P = .029, r = .48) during the fast walking dual task condition in favor of the dance group. No significant between-group differences were observed either in the foot placement accuracy test or in falls efficacy.ConclusionsThere was a significant interaction in favor of the dance video game group for improvements in step time. Significant improved fast walking performance under dual task conditions (velocity, double support time, step length) was observed for the dance video game group only. These findings suggest that in older adults a cognitive-motor intervention may result in more improved gait under dual task conditions in comparison to a traditional strength and balance exercise program.Trial registrationThis trial has been registered under ISRCTN05350123 ( http://www.controlled-trials.com)

Highlights

  • Computer-based interventions have demonstrated consistent positive effects on various physical abilities in older adults

  • A more detailed illustration of the Foot placement accuracy (FPA) test data with the single target locations and conditions is provided in Additional file 1

  • For the sake of completeness the gaze data is presented in Additional file 2 and not further referred to. This randomized controlled trial was designed to test whether a twelve-week strength and balance exercise regimen, that includes a dance video game as an additional cognitive element, would lead to greater changes in measures of gait performance and fear of falling, compared to strength and balance exercise alone

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Summary

Introduction

Computer-based interventions have demonstrated consistent positive effects on various physical abilities in older adults. The aim is to investigate the different effects of the training programs on physical and psychological parameters in older adults. 30% of older adults over 65 years of age, experience a fall each year [1,2,3]. Variable spatio-temporal gait characteristics may increase this risk [2]. Decreased foot placement accuracy [6,7] together with an increased variability in spatio-temporal gait characteristics [8], and dual task deficits [9] are typical symptoms of the ageing process and constitute critical factors that compromise safe walking [10]

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