[HTML][HTML] Feasibility, usability, and acceptance of “Brain-IT”—A newly developed exergame-based training concept for the secondary prevention of mild neurocognitive …

P Manser, H Poikonen, ED de Bruin - Frontiers in Aging Neuroscience, 2023 - frontiersin.org
Background Exergames provide a promising new approach to implement simultaneous
motor–cognitive training, which may support preventing the decline in cognitive functioning …

[HTML][HTML] Feasibility and acceptance of augmented and virtual reality exergames to train motor and cognitive skills of elderly

C Goumopoulos, E Drakakis, D Gklavakis - Computers, 2023 - mdpi.com
The GAME2AWE platform aims to provide a versatile tool for elderly fall prevention through
exergames that integrate exercises, and simulate real-world environments and situations to …

[HTML][HTML] Measuring Brain Activation Patterns from Raw Single-Channel EEG during Exergaming: A Pilot Study

G Amprimo, I Rechichi, C Ferraris, G Olmo - Electronics, 2023 - mdpi.com
Physical and cognitive rehabilitation is deemed crucial to attenuate symptoms and to
improve the quality of life in people with neurodegenerative disorders, such as Parkinson's …

[HTML][HTML] Training effects of set-and repetition-interval rest time on recumbent-boxing exercise: Could virtual reality improve further?

Y Wang, Q Chen, L Liu, Q He, JCW Cheung… - Iscience, 2023 - cell.com
This study examined the influence of set-interval and repetition-interval rest time of virtual
reality (VR) boxing game in supine-lying posture. Fifty healthy middle-aged adults were …

Use of Exergames with Elderly Adults, a Qualitative Study

BM Gutiérrez-Pérez, AV Martín-García… - … in Methodologies and …, 2023 - Springer
The aim of this paper is to delimit the main lines of research on the use of exergames by
elderly adults through a literature review. The search for studies was carried out in the Web …

Multidisciplinary and Interinstitutional Collaboration during the COVID-19 Pandemic: from basic research to the technological development of Exergames for …

AI Perez-Sanpablo, MD Rodriguez… - 2023 Mexican …, 2023 - ieeexplore.ieee.org
The COVID-19 pandemic significantly impacted technological research and development.
The pandemic encouraged remote collaboration and data collection. Here, experiences on …

Brain-IT: Targeting the Brain using Information Technology for Secondary Prevention of mild Neurocognitive Disorder

P Manser - 2024 - research-collection.ethz.ch
Introduction: Effective interventions to mitigate one of the key challenges for aging societies,
neurocognitive disorders, are urgently needed. A collaborative international guideline …

Improving personalized elderly care: an approach using cognitive agents to better assist elderly people

DE Pereira Martinho - 2023 - gredos.usal.es
The proportion of the world's population growing older is rapidly increasing over the last
decades. With the recent progresses seen in information and communication technologies …

External and Model Validity in A Systematic Review of Game-Based Interventions

F Coelho, D Gonçalves… - … . The Future of …, 2024 - conference.pixel-online.net
Game-based learning, training, exercises, serious games, and gamification represent
distinct approaches, integrating games into diverse contexts. Lately, interventions based on …

[PDF][PDF] Best-Practice Exercise Interventions to Prevent Falls in Older Adults

P Bogahawatta, A Wettasinghe - Sri Lankan Journal of Health …, 2022 - researchgate.net
Globally, falls are a major public health problem that can cause morbidity, including fracture
and disability, and mortality in older people. Exercise therapy is widely recommended, and it …