Abstract

Finding effective training solutions to attenuate the alterations of behavior and cognition in the growing number of older adults is an important challenge for Science and Society. By offering 3D computer-simulated environments to combine perceptual-motor and cognitive exercise, exergames are promising in this respect. However, a careful analysis of meta-analytic reviews suggests that they failed to be more effective than conventional motor-cognitive training. We analyzed the reasons for this situation, and we proposed new directions to design new, conceptually grounded, exergames. Consistent with the evolutionary neuroscience approach, we contend that new solutions should better combine high level of metabolic activity with (neuro)muscular, physical, perceptual-motor, and cognitive stimulations. According to the Ecological Dynamics rationale, we assume that new exergames should act at the agent–environment scale to allow individuals to explore, discover, and adapt to immersive and informationally rich environments that should include cognitively challenging tasks, while being representative of daily living situations.

Highlights

  • Finding effective training solutions to attenuate the alterations of behavior and cognition in the growing number of older adults is an important challenge for Science and Society

  • By combining physical and cognitive exercises thanks to virtual environments and game scenarios, exergames are promising in this respect and constitute a growing market exploited by the video games and fitness industries to penetrate the field of geriatrics and rehabilitation

  • We suggest some avenues, grounded on the theoretical frameworks of evolutionary neuroscience and ecological dynamics that could inspire the design of EcologicalExergames (E-EG)

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Summary

ARE EXERGAMES EFFECTIVE FOR ENHANCING BRAIN PLASTICITY AND COGNITION?

Encouraging results were observed in several studies [e.g. (Anderson-Hanley et al, 2012; Maillot et al, 2012; Barcelos et al, 2015; Eggenberger et al, 2015; Schättin et al, 2016; Ballesteros et al, 2018)], controversial findings have been reported as exergames were found to be effective [e.g. (Stanmore et al, 2017)], ineffective (Ordnung et al, 2017; Sala et al, 2019), or unclear (Stojan and Voelcker-Rehage, 2019), in comparison with conventional interventions. Inconsistent findings have been reported in this respect in the literature In their meta-analysis, Peng et al (2011) concluded that exergames facilitate light-to-moderate physical activity [see (Maillot et al, 2012) for confirming evidence], but they mentioned that participants were often below the moderate level. Few studies investigated the effects of exergames on dual-task performance [for noticeable exceptions, see (Schättin et al, 2016; Peng et al, 2020)] but, recently, Gallou-Guyot et al (2020) compared (indirectly) conventional MCDT training and exergaming They did not observe any superiority of the latter over the former, though some studies suggested the opposite [e.g. We propose some avenues in this respect

HOW CAN EFFECTIVENESS OF EXERGAMES BE IMPROVED?
THE ECOLOGICAL DYNAMICS APPROACH
Dual task training
Simultaneous association
CONCLUSION AND PERSPECTIVES
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