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

Detalhes bibliográficos
Autor(a) principal: Ferreira, Soraia
Data de Publicação: 2022
Outros Autores: Marmeleira, José, del Pozo-Cruz, Jesús, Bernardino, A., Leite, Nilton, Brandão, Mafalda, Raimundo, Armando
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: http://hdl.handle.net/10174/34116
https://doi.org/Ferreira, S., Marmeleira, J., del Pozo-Cruz, J., Bernardino, A., Leite, N., Brandão, M., & Raimundo, A. (2022). Acute Effects of Augmented Reality Exergames versus Cycle Ergometer on Reaction Time, Visual Attention, and Verbal Fluency in Community Older Adults. International Journal of Environmental Research and Public Health, 19(22):14667. https://doi.org/10.3390/ijerph192214667
https://doi.org/10.3390/ijerph192214667
Resumo: 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.
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spelling Acute Effects of Augmented Reality Exergames versus Cycle Ergometer on Reaction Time, Visual Attention, and Verbal Fluency in Community Older Adultsexecutive functionsolder adultsacute effectscognitionaugmented realityBackground: 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.International Journal of Environmental Research and Public Health2023-02-10T13:05:27Z2023-02-102022-01-01T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articlehttp://hdl.handle.net/10174/34116https://doi.org/Ferreira, S., Marmeleira, J., del Pozo-Cruz, J., Bernardino, A., Leite, N., Brandão, M., & Raimundo, A. (2022). Acute Effects of Augmented Reality Exergames versus Cycle Ergometer on Reaction Time, Visual Attention, and Verbal Fluency in Community Older Adults. International Journal of Environmental Research and Public Health, 19(22):14667. https://doi.org/10.3390/ijerph192214667http://hdl.handle.net/10174/34116https://doi.org/10.3390/ijerph192214667engfile:///Users/josemarmeleira/Downloads/ijerph-19-14667-v2.pdfsdpf@uevora.ptjmarmel@uevora.ptjpozo2@us.esndniltonleitecuba@gmail.comndammr@uevora.pt251Ferreira, SoraiaMarmeleira, Josédel Pozo-Cruz, JesúsBernardino, A.Leite, NiltonBrandão, MafaldaRaimundo, Armandoinfo:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2024-01-03T19:36:27Zoai:dspace.uevora.pt:10174/34116Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-20T01:22:47.714555Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv Acute Effects of Augmented Reality Exergames versus Cycle Ergometer on Reaction Time, Visual Attention, and Verbal Fluency in Community Older Adults
title Acute Effects of Augmented Reality Exergames versus Cycle Ergometer on Reaction Time, Visual Attention, and Verbal Fluency in Community Older Adults
spellingShingle Acute Effects of Augmented Reality Exergames versus Cycle Ergometer on Reaction Time, Visual Attention, and Verbal Fluency in Community Older Adults
Ferreira, Soraia
executive functions
older adults
acute effects
cognition
augmented reality
title_short Acute Effects of Augmented Reality Exergames versus Cycle Ergometer on Reaction Time, Visual Attention, and Verbal Fluency in Community Older Adults
title_full Acute Effects of Augmented Reality Exergames versus Cycle Ergometer on Reaction Time, Visual Attention, and Verbal Fluency in Community Older Adults
title_fullStr Acute Effects of Augmented Reality Exergames versus Cycle Ergometer on Reaction Time, Visual Attention, and Verbal Fluency in Community Older Adults
title_full_unstemmed Acute Effects of Augmented Reality Exergames versus Cycle Ergometer on Reaction Time, Visual Attention, and Verbal Fluency in Community Older Adults
title_sort Acute Effects of Augmented Reality Exergames versus Cycle Ergometer on Reaction Time, Visual Attention, and Verbal Fluency in Community Older Adults
author Ferreira, Soraia
author_facet Ferreira, Soraia
Marmeleira, José
del Pozo-Cruz, Jesús
Bernardino, A.
Leite, Nilton
Brandão, Mafalda
Raimundo, Armando
author_role author
author2 Marmeleira, José
del Pozo-Cruz, Jesús
Bernardino, A.
Leite, Nilton
Brandão, Mafalda
Raimundo, Armando
author2_role author
author
author
author
author
author
dc.contributor.author.fl_str_mv Ferreira, Soraia
Marmeleira, José
del Pozo-Cruz, Jesús
Bernardino, A.
Leite, Nilton
Brandão, Mafalda
Raimundo, Armando
dc.subject.por.fl_str_mv executive functions
older adults
acute effects
cognition
augmented reality
topic executive functions
older adults
acute effects
cognition
augmented reality
description 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.
publishDate 2022
dc.date.none.fl_str_mv 2022-01-01T00:00:00Z
2023-02-10T13:05:27Z
2023-02-10
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
format article
status_str publishedVersion
dc.identifier.uri.fl_str_mv http://hdl.handle.net/10174/34116
https://doi.org/Ferreira, S., Marmeleira, J., del Pozo-Cruz, J., Bernardino, A., Leite, N., Brandão, M., & Raimundo, A. (2022). Acute Effects of Augmented Reality Exergames versus Cycle Ergometer on Reaction Time, Visual Attention, and Verbal Fluency in Community Older Adults. International Journal of Environmental Research and Public Health, 19(22):14667. https://doi.org/10.3390/ijerph192214667
http://hdl.handle.net/10174/34116
https://doi.org/10.3390/ijerph192214667
url http://hdl.handle.net/10174/34116
https://doi.org/Ferreira, S., Marmeleira, J., del Pozo-Cruz, J., Bernardino, A., Leite, N., Brandão, M., & Raimundo, A. (2022). Acute Effects of Augmented Reality Exergames versus Cycle Ergometer on Reaction Time, Visual Attention, and Verbal Fluency in Community Older Adults. International Journal of Environmental Research and Public Health, 19(22):14667. https://doi.org/10.3390/ijerph192214667
https://doi.org/10.3390/ijerph192214667
dc.language.iso.fl_str_mv eng
language eng
dc.relation.none.fl_str_mv file:///Users/josemarmeleira/Downloads/ijerph-19-14667-v2.pdf
sdpf@uevora.pt
jmarmel@uevora.pt
jpozo2@us.es
nd
niltonleitecuba@gmail.com
nd
ammr@uevora.pt
251
dc.rights.driver.fl_str_mv info:eu-repo/semantics/openAccess
eu_rights_str_mv openAccess
dc.publisher.none.fl_str_mv International Journal of Environmental Research and Public Health
publisher.none.fl_str_mv International Journal of Environmental Research and Public Health
dc.source.none.fl_str_mv reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
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