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Review

Exergames in Neurocognitive Disease Management in Elderly: A Narrative Review of Therapeutic Benefits and Applications

by
Annalisa D’ermo
1,
Tommaso Di Libero
1,*,
Elisa Langiano
1,
Beatrice Tosti
1,
Stefano Corrado
1,
Pierluigi Diotaiuti
1,
Luigi Fattorini
2 and
Angelo Rodio
1
1
Sustainable Living Concept Xlab Marco Marchetti, Department of Human Sciences, Society and Health University of Cassino and Southern Lazio, Cassino (FR), Italy
2
Department of Physiology and Pharmacology” Vittorio Erspamer”, Sapienza University of Rome, Italy
*
Author to whom correspondence should be addressed.
J. Gerontol. Geriatr. 2024, 72(4), 204-214; https://doi.org/10.36150/2499-6564-N753
Submission received: 31 May 2024 / Accepted: 13 August 2024 / Published: 15 November 2024

Objective

Recent advancements in understanding neurodegenerative diseases highlight their global impact, affecting about 55 million individuals. Mild Neurocognitive disorder (MND) underscores the urgency for early intervention. Nonpharmacological approaches, including exergames, show promise in enhancing cognitive and physical functions. This review explores exergames’ potential in Neurocognitive disorder intervention.

Methods

The review covered publications from 2012 to December 2023, from PubMed, Scopus, Google Scholar, Web of Science, and PEdro. Papers were selected using key words like “exergame”, “dementia”,”neurocognitive disorder” “Alzheimer’s Disease”, “cognitive function”, “balance”, and “walking”.

Results

This study focused on identifying studies using exergames in Neurocognitive disorder (NCD) support. Most studies (22/28) included control group comparisons. Some focused on cognitive function (3/27), physical abilities like balance and walking (4/27), or both (12/27). A study investigated cognitive function and electroencephalogram (EEG). Additionally, a pilot study examined cognitive functions and oxidative stress (OxS). The Nintendo Wii and Microsoft Kinect were commonly used, alongside iPACES, iPACES 2.0, Physiomat, Bike and Fiets Labyrint, IREX, LegSys, BioSensics, Cosmed EuroBike 320, Dividat Senso, Valve Index (HMD), and Hexer Heart.

Conclusions

Exergames emerge as a viable alternative to traditional physical exercise, offering easy accessibility and active participant engagement, thus promoting greater adherence. Utilizing low-cost devices, these games are readily available and applicable in specialized centers and at home with caregiver assistance, highlighting their adaptability during circumstances such as pandemics.

INTRODUCTION

The use of active video game systems, like the Nintendo Wii and Xbox Kinect, is constantly rising. This trend has led researchers and developers to coin the term “exergaming,” referring to a novel form of entertainment that integrates physical activity (PA) with video gaming 1. Researchers have recently focused on the effectiveness of exergames and fitness-related game technologies. Exergames aim to achieve two challenging goals simultaneously: providing incentives and delivering physical benefits. Balancing these goals require multiple attempts to master the necessary actions for achieving objectives. However, as players become fatigued, their performance declines, making repeated practice of physically demanding tasks increasingly difficult 2. The first question about exergames is: Can they really have an impact on energy expenditure and on the decrease of inactive time? A review of 2014 responds positively to this question, as all the included studies show the same outcome and confirm the ability of exergames to meet the guidelines for physical activity given by the American College of Sports Medicine (ACSM) 3. Studies have focused on exergames in reducing obesity in all ages 4,5, as well as, improve cardiovascular endurance, balance and lower extremity functional fitness 5,6. There is also growing evidence that exergames may reduce the risk of falls in older adults 7-10.
Indeed, the use of exergames may also provide a more enjoyable experience than traditional PA 11,12. Indeed, exergames have the advantage to be used at home without trainer or therapist 6,13,14 supervision; adapt the experience for every need and user 9; perform this kind of activity in a controlled safe environment 15,16.
The effects of physical activity on the human body and mind are numerous and varied 29. Then, it is possible to hypothesize that exergame based intervention could be a good alternative to the traditional PA in healthy people 30, but also an alternative treatment for some conditions both physical 14,17 and psychological 18. Therefore, some studies looked for cognitive and physical improvements in patients with neurocognitive diseases (NCD) with exergame based interventions 10,19.
There are numerous non-pharmacological studies testing the impact of physical exercise 20,21 and cognitive training 22-24 in Neuro cognitive Disorder (NCD), Mild Cognitive Impairment (MCI) and Alzheimer’s Disease (AD), which have shown to benefit cognitive and brain health 21,25,26. Physical exercise appears to induce physiological changes that in turn facilitate particular cognitive functions (specifically executive functions) through brain structural and functional adaptations 27,28. In contrast, cognitive training appears to benefit the trained cognitive abilities almost exclusively with very limited transfer to untrained domains 23,24. Indeed, combined physical and cognitive training interventions show larger effects on cognitive functions than single-domain physical or cognitive training 29,30.
At the moment, exergames may also hold an interesting impact in terms of health 4,5,31, cognitive functions 16,32-34, self-esteem and self-efficacy 6,35. Several studies have reported benefits of using exergames on healthy elderly subjects on improving cognitive, executive and physical functions 36-39. In addition, exergaming interventions show a high level of adherence 15 when performed in a specific location rather than at home, and enjoyment even from participants with NCD, MCI and AD 40-43.
From recent studies seems that exergames are able to improve cognitive performance in different populations including elderly people, probably because these beneficial effects might be related to the dual-task activities promoted by exergaming practice, since the player interacts with a virtual environment through their own movements, such as dancing/jumping, which requires both motor and cognitive abilities 44.
The aim of this narrative review was to investigate the potential of exergaming on physical and cognitive parameters in older persons with NCDs.

METHODS

The research work has produced a comprehensive set of suggestions for implementing exergames to help patients with NCDs, focusing on the different kinds of Dementia. Selected publications were selected PubMed, Scopus, Google Scholar, Web of Science, and PEdro databases from 2012 and 2024. Key words used to identify publications included exergame, dementia, neurocognitive disorder, Alzheimer, cognitive function, balance, and walking. Included papers reported information on the used device (Tab. I), how it interacted with the subject, and the activity protocols used (Tab. II). In addition, the work aimed to highlight the positive influence of using this training method to prevent or slow the course of neurocognitive pathology.

RESULTS

The studies reveal a spectrum of technological applications and intervention strategies in therapeutic exergaming.
As highlighted in Table I, there was a wide range of technologies encompassing wireless devices, infrared sensors, green screen technology, inertial sensors, pressure sensitivity boards, and VR systems. Nintendo Wii was frequently used in multiple studies 36,40,45-47. Microsoft Kinect featured prominently in studies leveraging infrared technology 48-52. Cycle ergometers, often paired with VR for enhanced engagement, were used by Hanley et al. 41, Wall et al. 53, Karssemeijer et al. 54, Van Santen et al. 38, and Mrakic-Sposta et al. 55. Pressure sensitivity boards such as Physiomat and Dividat Senso were employed by Wiloth et al. 43, Werner et al. 42, and Swinnen et al. 56. Advanced VR setups like the Valve Index 13 and systems combining treadmills with VR 49 highlight the trend towards immersive, high-fidelity environments.
In Table II, intervention studies varied significantly in terms of duration, frequency, and activities: Padala et al. 36,45 employed Wii-Fit yoga and balance exercises for 30 minutes daily, five times a week over eight weeks. Hughes et al. 46 included a structured Wii-sports program spanning 20 weeks with one-hour sessions. Mirelman et al. 49 used treadmill combined with VR for 45 minutes, three times a week over six weeks. Interventions involving cognitive and physical tasks with VR and exergaming elements, such as the studies by Ho Lee et al. 40 and Torpil et al. 51, typically ran for 12 weeks with multiple weekly sessions. Studies on Tai Chi and traditional exercises combined with technology have shown promising results. Lin 50 examined the use of Tai Chi practiced through Kinect in elderly individuals with mild dementia, demonstrating improvements in balance, physical endurance, and a reduction in caregiver burden. Liu et al. 57 implemented an exergaming-based Tai Chi program, finding significant enhancements in cognitive functions and dual-task walking performance.
In most of the selected studies (22 of 26), the protocol included comparisons with control groups. Sample characteristics participants predominantly consisted of individuals with pathological conditions, with one study involving healthy controls 48. The majority, such as those by Schwenk et al. 58, Lin et al. 50, and Kruse et al. 13, focused on individuals with pathological conditions, aiming to assess the therapeutic impact of the interventions.
The outcome measures varied, reflecting the diverse goals of the interventions. Some studies evaluated the effect of exergames on cognitive function (3 out of 26), others focused on the effects these types of games have on physical abilities such as: balance and walking (4 out of 26), and others evaluated both aspects (12 out of 26). Balance and walking were common parameters, particularly in studies using Nintendo Wii and Kinect systems 36,45,50,59. Cognitive functions were frequently assessed, especially in interventions combining physical and cognitive tasks 41,55,60. Other parameters included quality of life 40 and psychological wellness 13. Moreover, the studies by Amjad et al. 60 and Markic-Sposta 55 focused on specific aspects. Specifically, the intervention by Amjad et al. 60 investigated not only cognitive functions but also electroencephalogram (EEG) measures, as some research has shown that the upper/lower alpha power ratio can predict mild cognitive impairment (MCI), which is associated with cortical thinning and reduced perfusion in the temporoparietal area. Additionally, the pilot study by Markic-Sposta 55 assessed oxidative stress (OxS) in addition to cognitive functions, as OxS is believed to be linked to the development of neurodegenerative diseases, particularly AD. All the outcome measures are shown in Table III.
The studies used various assessment tools and diagnostic tests to evaluate cognitive and physical functions. Notably, the Mini-Mental State Examination (MMSE) was employed for cognitive assessment in several studies, including those by Padala et al. 36,45, Amjad et al. 60, and Karssemeijer et al. 54. The Montreal Cognitive Assessment (MoCA) was another common tool by Amjad et al. 60 and Karssemeijer et al. 54. Additionally, neuropsychological tests like the Stroop Test, Trail Making Test (TMT), and the Digit-Span Test were utilized to measure specific cognitive domains in studies by Wall et al. 53 and Anderson-Hanley et al. 41. For physical function, the Berg Balance Scale (BBS), Tinetti Test (TT), and Timed Up and Go (TUG) were frequently used to assess balance and gait, as seen in the studies by Padala et al. 36,45 and Werner et al. 42. The 6-Minute Walk Test (6MWT) was another functional measure used to evaluate endurance and mobility, notably in studies by Ben-Sadoun et al. 48 and Karssemeijer et al. 54. These tests provided comprehensive insights into the cognitive and physical impacts of exergame interventions on individuals with neurocognitive disorders.
This study confirmed the hypothesis that the use of exergames and VR can lead to improvements in physical, cognitive, and social functions, with higher adherence and satisfaction from participants compared to traditional exercise programs. Exergames and VR programs offer visual and auditory stimuli that can increase engagement and motivation, contributing to improved quality of life and reduced fall risk. The safety and feasibility of these technologies have been widely confirmed, making them promising tools for rehabilitation and maintenance of abilities in individuals with cognitive decline. Furthermore, the variations in interventions highlight the adaptability of VR and exergaming technologies in addressing a wide range of therapeutic needs, paving the way for more personalized and effective rehabilitation strategies.

DISCUSSION

This review analyzed various studies on the utilization of exergames in older individuals with Neurocognitive Disorders (DSM-V). The interventions employed a variety of devices, including Nintendo Wii, Microsoft Kinect, IREX, LegSys, BioSensics, IPACES, Physiomat, Bike Labyrinth, Fiets Labyrinth, Dividat Senso, and Hexer Heart. Different intervention methods were crucial for assessing potential enhancements in cognitive function, executive function, balance, gait, falls, aerobic capacity, quality of life, apathy, and depression. Experiments using commercial devices like Nintendo Wii and Microsoft Kinect offered sports games and mini-games at various levels, sometimes incorporating additional elements like the Wii balance board or a VR headset. The key difference between the two devices lies in their technology: Nintendo Wii utilizes wireless controllers, while Microsoft Kinect employs infrared technology for controller-free interaction. These devices facilitated group sessions, enhancing motivation and enjoyment and reducing dropout rates. They also offered various activities, from aerobic to strength and mobility training. Studies using Nintendo Wii showed improvements in balance, gait, physical performance, and reduced anxiety related to falling. Kinect-based exergames improved balance, gait, aerobic capacity, and cognitive and executive functions, with positive effects on reducing apathy. iPACES focused on cognitive training, showing improvements in cognitive and executive function.
Bike Labyrinth, Fiets Labyrinth, and other systems involving screens and ergometers also demonstrated positive outcomes in rehabilitation. Wearable sensor systems like LegSys and BioSensics reduced sway and fear of falling, providing safety and enjoyment. Physiomat exergames improved motor-cognitive performance, while sensitive step mats enhanced reaction times, balance, gait, strength, and mobility. Regarding physical functions, such findings support the hypothesis on biological adaptations related to this kind of intervention, mainly if we consider the large amount of institutionalized frail older persons. The effort needed to support body weight during the exercises can be considered of moderate to vigorous intensity, since this population shows high declines in physical function. Therefore, a regular training program with exergames for institutionalized older persons can be compared to traditional physical training programs 45.
Exergames offer physical activities similar to traditional training, known to trigger biological mechanisms 61. Such exercises, including muscle strength and balance routines, boost strength and muscle volume, enhancing functional abilities. They prompt cellular adaptations, stimulating protein synthesis and reducing apoptosis. By activating signaling pathways like Akt-mTOR, exergames can bolster muscle strength and hypertrophy, aiding daily activities for older adults. Moreover, they may mitigate chronic inflammation associated with sarcopenia, thereby improving muscle integrity. Further research should explore exergames’ impact on inflammatory markers and muscle cell responses 62.
As concerns cognitive functions and neuroplasticity, exergames and specifically their virtual reality’s immersive nature captivates individuals through gameplay, encompassing the virtual environment, challenges, and feedback systems. These elements collectively engage cognitive, sensorimotor functions, and emotions, as documented in literature.
The interactions with the virtual environment depend on planning, decision making, inhibitory control, and episodic memory, which allow the player to interpret the stimuli that occur during the displacement into the virtual environment 63. Such cognitive functions are associated to executive functions, which are crucial for the day-to-day of older adults, mainly if these people are institutionalized 64. Therefore, the stimuli offered by virtual reality exercises can increase the functionality of important specific brain circuits linked to cognition. Maguire et al. 63 demonstrated that the hippocampus, caudate nuclei, frontal and parietal cortex and cerebellum are the main areas that become more active during navigation into the virtual environment. The activation of the hippocampus was related to episodic memories and allocentric navigation, which allow the individual to displace him/herself into the environment using a “topographic map”. The increase of inferior parietal cortex activity was related to egocentric displacement (based on the body as the center of spatial orientation), while caudate nuclei activity was related to displacement speed. The authors also demonstrated that left frontal cortex activity was associated with virtual tasks related to changing displacement direction, problem-solving, and decision-making. Such findings indicate that both cortical and subcortical regions can be stimulated by a virtual environment. Thus, activating these regions is important to maintain the independence of older persons, since these structures are involved in basic and instrumental daily routine activities.
In the context of exergames, stimuli may induce neuroplasticity. The Neuroplasticity Hypothesis 62,65,66 states that an individual’s behaviors and activity (such as cognitive activity, social engagement and exercise) significantly impact the level of effective cognitive functioning in later life. This hypothesis assigns a key role to cognitive stimulation and PA, which would appear to play a primary role in non-pharmacological intervention 33,52. Particularly, aerobic PA would appear to stimulate neuroplasticity processes (increased acetylcholine production is associated with improved cognitive processes, which would counteract cognitive impairment) 67,68. In addition, exercise-related postsynaptic release of dopamine and serotonin would appear to have a positive effect on apathy and depression, symptoms associated with these neuropathologies.
The findings of the clinical trial of Bazzanello Henrique et al. 44 support the idea that exergaming might act with therapeutic potential capable of inducing neuroplasticity through modulation of brain-derived neurotrophic factor (BDNF).
Evidence has highlighted that BDNF is associated with brain health and plasticity, exerting a pivotal role on neuron development, regeneration, survival, and maintenance. In addition, BDNF acts as a key mediator in synaptogenesis and is crucial for cognitive abilities, memory, and learning 44.
Thus, it is important to have valid evaluation systems to verify the effectiveness of these treatments. Recently, technology has offered new solutions to test the effects of various therapies involving sensor-based wearable devices 69-72. Through simple tests or activities of daily living, using these devices could be possible to assess the course of disease or serve as a useful tool to recognize predictive factors related to neuromotor deficits 36,73,74. Technology not only comes to patients from the standpoint of assessment but also from the standpoint of physical activity-based treatments 47,75,76.You et al. 77 found post-stroke cortical reorganization after a month of exergame training. Neuroplastic mechanisms like neurogenesis and synaptogenesis can result from combined physical and cognitive stimulation, suggesting exergames as a therapeutic tool for cognitive disorders in institutionalized older adults.

CONCLUSIONS

Exergames represent a valuable resource in treating cognitive neurodegeneration in the elderly, combining PA and cognitive stimulation to promote brain neuroplasticity. Their enjoyable nature fosters greater engagement compared to traditional elderly physical activities, enhancing adherence to exercise programs and thus improving treatment effectiveness. The limitations identified in some studies primarily were small sample sizes and the absence of long-term follow-up. Kruse’s research, conducted specifically during the pandemic, affirmed the feasibility and legitimacy of remote intervention.
In conclusion, this review underlines that exergames represent a valid alternative to traditional physical exercise, as they are easily accessible and capable of actively engaging participants, thereby promoting greater adherence. Most of these games utilize low-cost devices, readily available and usable not only in specialized centers with qualified personnel but also at home with the assistance of caregivers. This adaptability underscores an essential aspect, particularly in circumstances such as a pandemic, where individuals are mandated to stay at home or restrict social interactions.

Conflict of interest statement

The authors declare no conflict of interest.

Funding

This research did not receive any funding from agencies in the public, commercial, or not-for-profit sectors.

Author contributions

All the authors contributed in the development of this manuscript.

Figures and tables

Table I. Devices and technology.
Table I. Devices and technology.
AuthorsTechnologyDevice
Padala et al., 2012 45WirelessNintendo Wii
Hughes et al., 2014 46WirelessNintendo Wii
McEwen et al., 2014 59Green screen technologyIREX
Ho Lee et al., 2016 40WirelessNintendo Wii
Ben-Sadoun et al., 2016 48InfraredMicrosoft Kinect
Mirelman et al., 2016 49Treadmill + VRMicrosoft Kinect
Schwenk et al., 2016 58Inertial sensorsLegSys e BioSensics
Lin et al., 2017 50InfraredMicrosoft Kinect
Padala et al., 2017 36WirelessNintendo Wii
Hanley et al., 2017 41Cycle ergometer + tabletiIPACES
Wall et al., 2018 53Ipad+ pedalboardiPACES 2.0
Wiloth et al., 201743Pressure sensitivity boardPhysiomat
Werner et al., 2018 43Pressure sensitivity boardPhysiomat
Mrakic-Sposta et al., 2018 55Cycle ergometerCosmed EuroBike 320
Amjad et al., 2019 60InfraredXbox 360 Kinect
Dove et al., 2019 78InfraredXbox 360 Kinect
Karssemeijer et al., 2019 54Cycle ergometer + VRBike labyrint
Van Santen et al., 2020 38Cycle ergometer + VRFiets labyrint
Torpil et al., 2021 51InfraredMicrosoft Kinect
Robert et al., 2021 79InfraredMicrosoft Kinect
Ramnath et al., 2021 37InfraredXbox 360 Kinect
Swinnen et al., 2021 56Pressure sensitivity boardDividat Senso
Kruse et al., 2021 13VRValve index (HMD)
Liu et al., 2022 57InfraredMicrosoft Kinect
Benitez-Lugo et al., 2023 47WirelessNintendo Wii
Wu et al., 2023 80Pressure sensitivity boardHexer Heart
Table II. Diverse study types according to type of exergame used.
Table II. Diverse study types according to type of exergame used.
AuthorsExperimental activityControl activityControl activityFrequency
Padala et al. 2012 45(Wii-Fit) yoga, strength, balance.30 min walking30 min a day, 5 x week, 8 weeks
Hughes et al., 2014 46Wii-sportsLessons of Healthy Aging Education Program (HAEP)1h x 24 sessions, 20 weeks
McEwen et al., 2014 59Goalkeeping with VRMean 20 min exergaming
Ho Lee et al., 2016 40Wii fit + Wii sports-30 m nin balance board, 10 min wii sportsCognitive rehab, 20 min x 36 sessions in 12 weeks + homework and pen paper exercises40 min, 3 times x week, 12 weeks
Ben-Sadoun et al., 2016 4840 min: 2.5 min scenary mode; 35 min mini-games3 sessions x week, 12 weeks
Mirelman et al., 2016 49Treadmill+ VRTreadmill45 min, 3 x week, 6 weeks
Schwenk et al., 2016 58Stability + walking and obstacle passingNone45 min, 4 weeks
Lin et al., 2017 50Thai chi with virtual supportNone45 min, 2 x week, 12 weeks
Padala et al., 2017 36Wii-Fit: yoga, strength, aerobic, balance and multicomponent30 min walking30 min, 5x week, 8 weeks
Hanley et al., 2017 41Neuro-exergaming cycle ergometer connected to a tabletExergaming: explorative virtual pedalingNeurogaming: joystick, no aerobic training with pedalboard20 min
Wall et al., 2018 53Neuro-exergaming cycle ergometer connected to a tablet30-45 min, 3-5 x week, 8 weeks
Wiloth et al., 2017 43Group sessions; exergame PhysiomatDaily activity1,5h (intervention) 1h (control) 2x week, 10 weeks
Werner et al. 2018 42Exergame Physiomat10 min, 2 x week, 20 sessions
Mrakic-Sposta et al. 2018 5565%-70% of FC max; cycling in a virtual environmentNone40-45 min, 3 x week, 6 weeks
Amjad et al., 2019 60“Time a Bomb”; “Match Makers”; “Traffic Control”; “Mouse Mayhem”; “Strike a Pose”; “Pizza Catch”; “Flag Frenzy”; “Follow the Arrow”Stretching and mobility25-30 min, 5 x week, 6 weeks
Dove et al., 2019 78Kinect sports rivals bowling, group sessions1h,2 x week, 10 weeks
Karssemeijer et al., 2019 54Exergame: game with 7 levelsAerobic exercise: pedaling at the intensity advised by ACSMMobility and relaxation exercises 30 min30-50 min, 3 x week, 12 weeks
Van Santen et al., 2020 38Cycle ergometer connected to a monitorCrafts and arts, music, walking2 x week, 12 weeks
Torpil et al., 2021 51Jet Run; Superkick; Boxing Trainer; Air Challenge + cognitive rehabCognitive rehab45 min, 2 x week, 12 weeks
Robert et al., 2021 79Battleship, virtual ambient exploring, mini games with orienteering exercisesDaily activity of the rehab center15 min, 2 x week, 12 weeks
Ramnath et al., 2021 37Bowling, box, track and field, ping pong, beach volley, soccer 2vs2Multimodal gaming; 10 minutes warm up, 30 minutes strength training, 10 minutes proprioceptive exercises; 10 minutes cool down1h, 2 x week, 12 week
Swinnen et al., 2021 5610 min walking, 15 min exercise, 10 min walking10 min walking, watching, and listening to musical video on tv, 10 min walking3 x week, 8 weeks
Kruse et al., 2021 13Memory Journalist VRNone15-25 min, 2 x week, 6 weeks
Liu et al., 2022 57Thai chi with virtual support + body mapThai chi with virtual supportNone36 sessions familiarization, 50 min, 3 x week, 12 weeks
Benitez-Lugo et al., 2023 47Penguin slide and step plus with balance boardMobility, cognitive stimulation30 min, 2 x week, 16 weeks
Wu et al., 2023 80Avoid obstacles with the avatarAerobic exercise: pedaling on a cycle ergometerFamiliarization 2 weeks, intervention 3 x week, 12 weeks
Table III. Considered parameters.
Table III. Considered parameters.
AuthorsEvaluated parameters
Padala et al., 2012 45Balance, walking, cognitive functions
Hughes et al., 2014 46
McEwen et al., 2014 59Balance, mobility
Ho Lee et al., 2016 40Balance, mental state, quality of life
Ben-Sadoun et al., 2016 48
Mirelman et al., 2016 49Falling risk
Schwenk et al., 2016 58Walking, balance, ankle, knee, hip movement
Lin et al., 2017 50Cognitive function, walking; strength
Padala et al., 2017 36Balance, walking
Hanley et al., 2017 41Cognitive function, walking, strength
Wall et al., 2018 53Cognitive function, walking, strength
Wiloth et al., 2017 43Cognitive function, balance
Werner et al., 2018 42
Mrakic-Sposta et al., 2018 55Cognitive function, oxidative stress
Amjad et al., 2019 60EEG, cognitive function
Dove et al., 2019 78
Karssemeijer et al., 2019 54
Van Santen et al., 2020 38Cognitive and social functioning, physical performance
Torpil et al., 2021 51Cognitive functions
Robert et al., 2021 79
Ramnath et al., 2021 37Fitness, functional ability, cognitive performance
Swinnen et al., 2021 56Walking, balance, mobility, reaction time, cognitive and neuropsychiatric scores, quality of life, activity of daily living
Kruse et al., 2021 13Psychological, cognitive and physical wellness
Liu et al., 2022 57Cognitive function, 2 tasks walking
Benitez-Lugo et al., 2023 47Memory, focus, balance, walking, fall risk
Wu et al., 2023 80Executive and physical functions

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D’ermo, A.; Di Libero, T.; Langiano, E.; Tosti, B.; Corrado, S.; Diotaiuti, P.; Fattorini, L.; Rodio, A. Exergames in Neurocognitive Disease Management in Elderly: A Narrative Review of Therapeutic Benefits and Applications. J. Gerontol. Geriatr. 2024, 72, 204-214. https://doi.org/10.36150/2499-6564-N753

AMA Style

D’ermo A, Di Libero T, Langiano E, Tosti B, Corrado S, Diotaiuti P, Fattorini L, Rodio A. Exergames in Neurocognitive Disease Management in Elderly: A Narrative Review of Therapeutic Benefits and Applications. Journal of Gerontology and Geriatrics. 2024; 72(4):204-214. https://doi.org/10.36150/2499-6564-N753

Chicago/Turabian Style

D’ermo, Annalisa, Tommaso Di Libero, Elisa Langiano, Beatrice Tosti, Stefano Corrado, Pierluigi Diotaiuti, Luigi Fattorini, and Angelo Rodio. 2024. "Exergames in Neurocognitive Disease Management in Elderly: A Narrative Review of Therapeutic Benefits and Applications" Journal of Gerontology and Geriatrics 72, no. 4: 204-214. https://doi.org/10.36150/2499-6564-N753

APA Style

D’ermo, A., Di Libero, T., Langiano, E., Tosti, B., Corrado, S., Diotaiuti, P., Fattorini, L., & Rodio, A. (2024). Exergames in Neurocognitive Disease Management in Elderly: A Narrative Review of Therapeutic Benefits and Applications. Journal of Gerontology and Geriatrics, 72(4), 204-214. https://doi.org/10.36150/2499-6564-N753

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