Abstract

Exergames are electronic games that integrate elements of physical exercise with gaming technology, utilizing motion sensors, cameras, and other devices to track the player's movements and translate them into the virtual environment of the game. Frequently, these games are employed in contexts such as rehabilitation, physical training, and health promotion, particularly for populations such as the older adults, children, and individuals seeking more dynamic and motivating exercise options. The objective of this article was to conduct a scoping review to investigate the effects of exergames on cognitive capacity and balance in older adults. The literature search was conducted in the PubMed, LILACS, and Scopus databases in May 2023. Most studies highlighted positive results, demonstrating improvements in cognitive capacity, balance, muscle strength, functional mobility, and even a reduction in the risk of falls in older adults. However, it is important to consider factors such as usability, safety, and specific characteristics of the target population.

Full Text
Paper version not known

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.