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Keywords = cognitive video game training

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24 pages, 698 KiB  
Systematic Review
Multiple Ways in Which Video Games Make Education Inclusive: A Systematic Review of Cognitive Enhancement for Neurodivergent Learners
by Martina Basciano, Elisa Bisagno and Alessia Cadamuro
Multimodal Technol. Interact. 2025, 9(6), 56; https://doi.org/10.3390/mti9060056 - 7 Jun 2025
Viewed by 1626
Abstract
Children with neurodevelopmental disorders, such as ADHD, ASD and SLDs, often face challenges in executive functioning that can impact their inclusion and participation in educational and social experiences. Digital technologies, in particular video games, are becoming increasingly more integrated into children’s lives and [...] Read more.
Children with neurodevelopmental disorders, such as ADHD, ASD and SLDs, often face challenges in executive functioning that can impact their inclusion and participation in educational and social experiences. Digital technologies, in particular video games, are becoming increasingly more integrated into children’s lives and are receiving attention as tools to support cognitive development in these populations. This systematic review analyses the effects of video games on Working Memory (WM) and Executive Functions (EFs) in neurodivergent individuals, to evaluate their effectiveness as training tools and their impact in terms of inclusion. Following the PRISMA guidelines, 25 peer-reviewed studies published between 2013 and 2025 were analysed. The interventions included action-video games, exergames, serious games and ad hoc video game training with a pre- and post-assessment in neurodiverse participants. The results indicate that action-video games and exergames show promise in enhancing EFs, while serious games and ad hoc video game training seem to support WM. Despite a few contrasting results, overall, video games are emerging as promising tools of inclusive education thanks to their interactive, customisable and socially empowering nature, especially significant for neurodiverse children. The discussion will depict multiple ways in which video games can make education more inclusive for these populations. Full article
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18 pages, 1706 KiB  
Article
AI-Powered Analysis of Eye Tracker Data in Basketball Game
by Daniele Lozzi, Ilaria Di Pompeo, Martina Marcaccio, Michela Alemanno, Melanie Krüger, Giuseppe Curcio and Simone Migliore
Sensors 2025, 25(11), 3572; https://doi.org/10.3390/s25113572 - 5 Jun 2025
Viewed by 905
Abstract
This paper outlines a new system for processing of eye-tracking data in basketball live games with two pre-trained Artificial Intelligence (AI) models. blueThe system is designed to process and extract features from data of basketball coaches and referees, recorded with the Pupil Labs [...] Read more.
This paper outlines a new system for processing of eye-tracking data in basketball live games with two pre-trained Artificial Intelligence (AI) models. blueThe system is designed to process and extract features from data of basketball coaches and referees, recorded with the Pupil Labs Neon Eye Tracker, a device that is specifically optimized for video analysis. The research aims to present a tool useful for understanding their visual attention patterns during the game, what they are attending to, for how long, and their physiological responses, blueas is evidenced through pupil size changes. AI models are used to monitor events and actions within the game and correlate these with eye-tracking data to provide understanding into referees’ and coaches’ cognitive processes and decision-making. This research contributes to the knowledge of sport psychology and performance analysis by introducing the potential of Artificial Intelligence (AI)-based eye-tracking analysis in sport with wearable technology and light neural networks that are capable of running in real time. Full article
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29 pages, 5605 KiB  
Article
A Pilot Study on Video Game Training Effects on Visual Working Memory: Behavioral and Neural Insights
by Héctor Hugo Alfaro-Cortés, Sulema Torres-Ramos, Israel Román-Godínez, Vanessa Doreen Ruiz-Stovel and Ricardo Antonio Salido-Ruiz
Brain Sci. 2025, 15(2), 153; https://doi.org/10.3390/brainsci15020153 - 4 Feb 2025
Viewed by 1716
Abstract
Background/Objectives: Recent research suggests that video games may serve as cognitive training tools to enhance visual working memory (VWM) capacity. However, the effectiveness of game-based cognitive training remains debated, and the underlying neural mechanisms, as well as the relationship between training efficacy and [...] Read more.
Background/Objectives: Recent research suggests that video games may serve as cognitive training tools to enhance visual working memory (VWM) capacity. However, the effectiveness of game-based cognitive training remains debated, and the underlying neural mechanisms, as well as the relationship between training efficacy and game design factors, are unclear. This study aimed to evaluate the impact of video game training on VWM capacity and explore its neural correlates. Methods: Two groups underwent 56 daily 20 min training sessions with two distinct video games targeting different cognitive skills: a reaction-time training game and a VWM-specific training game. Behavioral assessments included accuracy, hit response times, correct rejection response times, and Cowan’s K values. Neural correlates were measured through Negative Slow Wave (NSW) activity using EEG. Decision tree classification analyses were applied to NSW data across sessions and set sizes to identify patterns linked to VWM capacity. Results: Preliminary results are that both groups showed improvements in behavioral measures (accuracy, response times, and Cowan’s K values). NSW analyses revealed a main effect of set size in both groups, and classification results indicated that NSW patterns differed between groups, across sessions, and set sizes, supporting the relationship between NSW and VWM capacity. Conclusions: These findings contribute to understanding NSW as a neurophysiological correlate of VWM capacity, demonstrating its plasticity through video game training. Simple video games could effectively enhance behavioral and neural aspects of VWM, encouraging their potential as accessible cognitive training tools. Full article
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26 pages, 2661 KiB  
Systematic Review
Managing ADHD Symptoms in Children Through the Use of Various Technology-Driven Serious Games: A Systematic Review
by Aikaterini Doulou, Pantelis Pergantis, Athanasios Drigas and Charalampos Skianis
Multimodal Technol. Interact. 2025, 9(1), 8; https://doi.org/10.3390/mti9010008 - 16 Jan 2025
Cited by 4 | Viewed by 9202
Abstract
Children with attention deficit hyperactivity disorder (ADHD) frequently experience impairments in a range of abilities. Due to their poor attention and concentration, they find it challenging to stay focused when learning. They need help to retain the directions given by teachers and are [...] Read more.
Children with attention deficit hyperactivity disorder (ADHD) frequently experience impairments in a range of abilities. Due to their poor attention and concentration, they find it challenging to stay focused when learning. They need help to retain the directions given by teachers and are very animated. Focus issues, hyperactivity, and attention problems may hamper learning. The needs and challenges of children with ADHD have been addressed by numerous digital solutions over the years. These solutions support a variety of needs (e.g., diagnosing versus treating), aim to address a variety of goals (e.g., addressing inattention, impulsivity, working memory, executive functions, emotion regulation), and employ a wide range of technologies, including video games, PC, mobile, web, AR, VR, tangible interfaces, wearables, robots, and BCI/neurofeedback, occasionally even in tandem. According to studies on the psychological impacts of serious games, immersive games can potentially be valuable tools for treating ADHD. This research investigates using PC, mobile/tablet applications, augmented reality, virtual reality, and brain–computer interfaces to develop executive functions and metacognitive and emotional competencies in children with ADHD through serious games. Following PRISMA 2020 criteria, this systematic review includes a comprehensive search of the PubMed, Web of Science, Scopus, and Google Scholar databases. The database search provided 784 records, and 30 studies met the inclusion criteria. The results showed that serious games assisted by multiple technologies could significantly improve a wide range of cognitive and socioemotional meta-competencies among children with ADHD, including visuospatial working memory, attention, inhibition control, cognitive flexibility, planning/organizing, problem-solving, social communication, and emotional regulation. The results of this review may provide positive feedback for creating more inclusive digital training environments for the treatment of ADHD children. Full article
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18 pages, 398 KiB  
Article
Exploring the Influence of Video Games on Self-Reported Spatial Abilities Among University Students
by Reem M. AlWhaibi, Afnan M. Aldhowayan, Shahad M. Alshahrani, Bayan S. Almadi, Reham A. Alamer, Fai M. Albaqami and Eman M. Mortada
Brain Sci. 2024, 14(12), 1269; https://doi.org/10.3390/brainsci14121269 - 17 Dec 2024
Cited by 2 | Viewed by 3576
Abstract
Background: Video games are no longer just entertainment; they are increasingly recognized for their potential to enhance cognitive abilities, including spatial cognition. This skill is vital in academic disciplines, where strong spatial reasoning is essential for problem-solving and success. Aims: This study investigates [...] Read more.
Background: Video games are no longer just entertainment; they are increasingly recognized for their potential to enhance cognitive abilities, including spatial cognition. This skill is vital in academic disciplines, where strong spatial reasoning is essential for problem-solving and success. Aims: This study investigates how video game engagement impacts self-reported spatial abilities in university students, focusing on the frequency, types, and duration of gaming. It also explores the contributions of specific video game genres and features to perceived cognitive improvements. Method: A cross-sectional study was conducted with 566 Saudi university students who completed an online questionnaire on their gaming habits and self-reported spatial abilities. Data were analyzed using independent sample t-tests and chi-square tests to assess the associations between video game behaviors and self-reported spatial cognition. Results: Frequent gamers (65% of participants) demonstrated significantly higher self-reported spatial abilities than infrequent gamers, particularly in adapting to spatial challenges (p < 0.001). Players engaged with action and open-world games reported the greatest perceived improvements in spatial cognition. No significant gender differences were observed, indicating that both males and females benefit equally from gaming. The use of perspective in games was notably linked to spatial skill enhancement (p = 0.05). Conclusions: Regular video game play, especially with spatially demanding genres, is associated with significant self-reported improvements in spatial abilities. These findings highlight the potential of video games as tools for enhancing self-reported spatial cognition in education and professional training, particularly in STEM fields. Full article
(This article belongs to the Section Cognitive, Social and Affective Neuroscience)
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14 pages, 1743 KiB  
Review
Examining Working Memory Training for Healthy Adults—A Second-Order Meta-Analysis
by Maria Syed, Jarrad A. G. Lum, Linda K. Byrne and David Skvarc
J. Intell. 2024, 12(11), 114; https://doi.org/10.3390/jintelligence12110114 - 12 Nov 2024
Viewed by 9126
Abstract
Background: Enhancing working memory performance in cognitively and physically healthy individuals is a popular area of research. The results from a large number of studies have now been summarized in multiple meta-analyses. In these reviews, various training methods have been examined, including mindfulness [...] Read more.
Background: Enhancing working memory performance in cognitively and physically healthy individuals is a popular area of research. The results from a large number of studies have now been summarized in multiple meta-analyses. In these reviews, various training methods have been examined, including mindfulness training, adaptive working memory training, physical activity training, and video game training, to examine whether working memory capacity can be improved. This report aggregated the results of these meta-analyses using second-order meta-analytic approaches to ascertain the extent to which working memory functioning can be enhanced in healthy adults. Methods: A total of six meta-analyses of randomized controlled trials that compared working memory interventions to a control group were included in the analyses. These studies were identified after systematically searching three electronic databases: APA PsycInfo, ERIC and Medline. Collectively, the meta-analyses investigated the effects of cognitive programs, mindfulness, video games and physical activity on working memory. Only meta-analyses undertaken with healthy adults aged between 18 and 55 years were included in the report. Results: The results revealed an average improvement in working memory across the included studies compared to the control groups. The findings indicated a small yet significant enhancement in working memory, with a standardized mean difference of 0.335 (95% CI [0.223; 0.447], p < .001). Further analysis tests for superiority effects between the different working memory training programs revealed no significant differences between intervention effect sizes. Conclusion: Based on the findings, it can be concluded that the working memory capacity of healthy adults can be improved through training. However, the effect size is small, so the utility of this type of training in real-life improvements in cognition may be minimal. The evidence does not indicate that one type of working memory training is superior to another. Full article
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12 pages, 3422 KiB  
Proceeding Paper
Insights into Applying Artificial Intelligence Methods in Action Video Games for Enhancement of Psychomotor Skills
by Georgi Tsochev, Teodor Ukov, Alexander Rusev and Maksim Sharabov
Eng. Proc. 2024, 70(1), 50; https://doi.org/10.3390/engproc2024070050 - 13 Aug 2024
Cited by 1 | Viewed by 1017
Abstract
A new view on action video games has been evolving in the sphere of experimental psychology. Providing hand–eye coordination challenges, training with such types of games might allow the enhancement of different cognitive skills. Defining the specific game features that may be beneficial [...] Read more.
A new view on action video games has been evolving in the sphere of experimental psychology. Providing hand–eye coordination challenges, training with such types of games might allow the enhancement of different cognitive skills. Defining the specific game features that may be beneficial to specific enhancements is yet another challenge. This article presents an analysis on an experiment of a cooperative training session with bots. A method for online learning with a genetic algorithm is used to produce different ways of playing with the bots depending on the players’ achievements. This work also links related studies that provide insights into the beneficial implementation of game features for the training process. It additionally analyzes artificial intelligence methods that might be useful for personal development via a serious game or an action video game. Full article
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21 pages, 320 KiB  
Review
Video Gaming in Older People: What Are the Implications for Cognitive Functions?
by Liliana Dell’Osso, Benedetta Nardi, Leonardo Massoni, Simone Battaglini, Chiara De Felice, Chiara Bonelli, Stefano Pini, Ivan Mirko Cremone and Barbara Carpita
Brain Sci. 2024, 14(7), 731; https://doi.org/10.3390/brainsci14070731 - 21 Jul 2024
Cited by 1 | Viewed by 3906
Abstract
Mild cognitive impairment impacts a sizable segment of the older population, and often evolves into dementia within a few years. At this stage, subjects may benefit from non-pharmacological therapies that can delay or stop the progression of the mild cognitive impairment into dementia [...] Read more.
Mild cognitive impairment impacts a sizable segment of the older population, and often evolves into dementia within a few years. At this stage, subjects may benefit from non-pharmacological therapies that can delay or stop the progression of the mild cognitive impairment into dementia and are crucial for improvement in the subject’s quality of life, while also being easily accessible and safe for use. Many research studies have shown that a variety of exercises, including cognitive training, have the potential to enhance or optimize cognitive function and general well-being. Recently, many authors have suggested video games as a promising approach for cognitive training and neurorehabilitation in older people, thanks to their increasing motivation and training effects through immersion in stimulating environments. Under this premise, our narrative review’s objective is to discuss and summarize the body of existing material on the role of video games in improving cognitive performance, daily life activities, and depression symptoms in older individuals with different levels of cognitive decline. From the papers reviewed, it emerged that older subjects trained with video games showed a significant improvement in cognitive functions, sleep quality, and psychiatric symptoms, positioning video games as an intriguing and useful tool. Full article
(This article belongs to the Section Neurodegenerative Diseases)
38 pages, 1799 KiB  
Review
Neurogaming in Virtual Reality: A Review of Video Game Genres and Cognitive Impact
by Jesus GomezRomero-Borquez, Carolina Del-Valle-Soto, J. Alberto Del-Puerto-Flores, Ramon A. Briseño and José Varela-Aldás
Electronics 2024, 13(9), 1683; https://doi.org/10.3390/electronics13091683 - 26 Apr 2024
Cited by 11 | Viewed by 8746
Abstract
This work marks a significant advancement in the field of cognitive science and gaming technology. It offers an in-depth analysis of the effects of various video game genres on brainwave patterns and concentration levels in virtual reality (VR) settings. The study is groundbreaking [...] Read more.
This work marks a significant advancement in the field of cognitive science and gaming technology. It offers an in-depth analysis of the effects of various video game genres on brainwave patterns and concentration levels in virtual reality (VR) settings. The study is groundbreaking in its approach, employing electroencephalograms (EEGs) to explore the neural correlates of gaming, thus bridging the gap between technology, psychology, and neuroscience. This review enriches the dialogue on the potential of video games as a therapeutic tool in mental health. The study’s findings illuminate the capacity of different game genres to elicit varied brainwave responses, paving the way for tailored video game therapies. This review contributes meaningfully to the state of the art by offering empirical insights into the interaction between gaming environments and brain activity, highlighting the potential applications in therapeutic settings, cognitive training, and educational tools. The findings are especially relevant for developing VR gaming content and therapeutic games, enhancing the understanding of cognitive processes, and aiding in mental healthcare strategies. Full article
(This article belongs to the Special Issue Serious Games and Extended Reality (XR))
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13 pages, 1552 KiB  
Article
A Pilot Study to Improve Cognitive Performance and Pupil Responses in Mild Cognitive Impaired Patients Using Gaze-Controlled Gaming
by Maria Solé Puig, Patricia Bustos Valenzuela, August Romeo and Hans Supèr
Vision 2024, 8(2), 25; https://doi.org/10.3390/vision8020025 - 24 Apr 2024
Cited by 2 | Viewed by 2416
Abstract
Mild cognitive impairment (MCI) may progress to severe forms of dementia, so therapy is needed to maintain cognitive abilities. The neural circuitry for oculomotor control is closely linked to that which controls cognitive behavior. In this study, we tested whether training the oculomotor [...] Read more.
Mild cognitive impairment (MCI) may progress to severe forms of dementia, so therapy is needed to maintain cognitive abilities. The neural circuitry for oculomotor control is closely linked to that which controls cognitive behavior. In this study, we tested whether training the oculomotor system with gaze-controlled video games could improve cognitive behavior in MCI patients. Patients played a simple game for 2–3 weeks while a control group played the same game using a mouse. Cognitive improvement was assessed using the MoCA screening test and CANTAB. We also measured eye pupil and vergence responses in an oddball paradigm. The results showed an increased score on the MoCA test specifically for the visuospatial domain and on the Rapid Visual Information Processing test of the CANTAB battery. Pupil responses also increased to target stimuli. Patients in the control group did not show significant improvements. This pilot study provides evidence for the potential cognitive benefits of gaze-controlled gaming in MCI patients. Full article
(This article belongs to the Section Visual Neuroscience)
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16 pages, 4615 KiB  
Article
Quantum-Inspired Neural Network Model of Optical Illusions
by Ivan S. Maksymov
Algorithms 2024, 17(1), 30; https://doi.org/10.3390/a17010030 - 10 Jan 2024
Cited by 10 | Viewed by 5776
Abstract
Ambiguous optical illusions have been a paradigmatic object of fascination, research and inspiration in arts, psychology and video games. However, accurate computational models of perception of ambiguous figures have been elusive. In this paper, we design and train a deep neural network model [...] Read more.
Ambiguous optical illusions have been a paradigmatic object of fascination, research and inspiration in arts, psychology and video games. However, accurate computational models of perception of ambiguous figures have been elusive. In this paper, we design and train a deep neural network model to simulate human perception of the Necker cube, an ambiguous drawing with several alternating possible interpretations. Defining the weights of the neural network connection using a quantum generator of truly random numbers, in agreement with the emerging concepts of quantum artificial intelligence and quantum cognition, we reveal that the actual perceptual state of the Necker cube is a qubit-like superposition of the two fundamental perceptual states predicted by classical theories. Our results finds applications in video games and virtual reality systems employed for training of astronauts and operators of unmanned aerial vehicles. They are also useful for researchers working in the fields of machine learning and vision, psychology of perception and quantum–mechanical models of human mind and decision making. Full article
(This article belongs to the Special Issue Applications of AI and Data Engineering in Science)
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13 pages, 1381 KiB  
Article
Cognitive Patterns and Problematic Use of Video Games in Adolescents: A Cluster Analysis
by Ignacio Fernández-Arias, Marta Labrador, Mónica Bernaldo-de-Quirós, Francisco J. Estupiñá, Marina Vallejo-Achón, Iván Sanchez-Iglesias, María González-Álvarez and Francisco J. Labrador
Int. J. Environ. Res. Public Health 2023, 20(24), 7194; https://doi.org/10.3390/ijerph20247194 - 18 Dec 2023
Cited by 1 | Viewed by 2680
Abstract
Background: Video game playing (VGP) is an increasingly common leisure activity among children and adolescents, although in some cases, it is accompanied by problems due to misuse. Method: A sample of 2884 children and adolescents aged between 12 and 20, representative of the [...] Read more.
Background: Video game playing (VGP) is an increasingly common leisure activity among children and adolescents, although in some cases, it is accompanied by problems due to misuse. Method: A sample of 2884 children and adolescents aged between 12 and 20, representative of the Community of Madrid (Spain), were studied using a cluster analysis to explore the existence of cognitive patterns associated with engagement, attitudes, and concurrent cognitions. We also explored the relationship between these patterns and problematic VGP, using the 2173 gamers as a reference. Results: The concurrent cognitions were not qualitatively different between the problematic users and the others. High engagement and high activation of concurrent cognitions (intensity and frequency) showed the greatest relationship with problematic VGP. Conclusions: The results suggest the existence of different groups of gamers and the relevance to include psycho-educational aspects in intervention programs, as well as the training of specific skills, especially those related with the control of activation. Limitations related to the sample size and potential supplementary analyses are acknowledged. Full article
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25 pages, 951 KiB  
Systematic Review
Social Robots and Brain–Computer Interface Video Games for Dealing with Attention Deficit Hyperactivity Disorder: A Systematic Review
by José-Antonio Cervantes, Sonia López, Salvador Cervantes, Aribei Hernández and Heiler Duarte
Brain Sci. 2023, 13(8), 1172; https://doi.org/10.3390/brainsci13081172 - 7 Aug 2023
Cited by 17 | Viewed by 6175
Abstract
Attention deficit hyperactivity disorder (ADHD) is a neurodevelopmental disorder characterized by inattention, hyperactivity, and impulsivity that affects a large number of young people in the world. The current treatments for children living with ADHD combine different approaches, such as pharmacological, behavioral, cognitive, and [...] Read more.
Attention deficit hyperactivity disorder (ADHD) is a neurodevelopmental disorder characterized by inattention, hyperactivity, and impulsivity that affects a large number of young people in the world. The current treatments for children living with ADHD combine different approaches, such as pharmacological, behavioral, cognitive, and psychological treatment. However, the computer science research community has been working on developing non-pharmacological treatments based on novel technologies for dealing with ADHD. For instance, social robots are physically embodied agents with some autonomy and social interaction capabilities. Nowadays, these social robots are used in therapy sessions as a mediator between therapists and children living with ADHD. Another novel technology for dealing with ADHD is serious video games based on a brain–computer interface (BCI). These BCI video games can offer cognitive and neurofeedback training to children living with ADHD. This paper presents a systematic review of the current state of the art of these two technologies. As a result of this review, we identified the maturation level of systems based on these technologies and how they have been evaluated. Additionally, we have highlighted ethical and technological challenges that must be faced to improve these recently introduced technologies in healthcare. Full article
(This article belongs to the Special Issue Advances in ADHD)
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10 pages, 663 KiB  
Communication
Assessment of Cognitive Fatigue from Gait Cycle Analysis
by Hamza Reza Pavel, Enamul Karim, Ashish Jaiswal, Sneh Acharya, Gaurav Nale, Michail Theofanidis and Fillia Makedon
Technologies 2023, 11(1), 18; https://doi.org/10.3390/technologies11010018 - 26 Jan 2023
Cited by 5 | Viewed by 3299
Abstract
Cognitive Fatigue (CF) is the decline in cognitive abilities due to prolonged exposure to mentally demanding tasks. In this paper, we used gait cycle analysis, a biometric method related to human locomotion to identify cognitive fatigue in individuals. The proposed system in this [...] Read more.
Cognitive Fatigue (CF) is the decline in cognitive abilities due to prolonged exposure to mentally demanding tasks. In this paper, we used gait cycle analysis, a biometric method related to human locomotion to identify cognitive fatigue in individuals. The proposed system in this paper takes two asynchronous videos of the gait of individuals to classify if they are cognitively fatigued or not. We leverage the pose estimation library OpenPose, to extract the body keypoints from the frames in the videos. To capture the spatial and temporal information of the gait cycle, a CNN-based model is used in the system to extract the embedded features which are then used to classify the cognitive fatigue level of individuals. To train and test the model, a gait dataset is built from 21 participants by collecting walking data before and after inducing cognitive fatigue using clinically used games. The proposed model can classify cognitive fatigue from the gait data of an individual with an accuracy of 81%. Full article
(This article belongs to the Collection Selected Papers from the PETRA Conference Series)
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15 pages, 1313 KiB  
Article
The Effects of Active Video Game Exercise Based on Self-Determination Theory on Physical Fitness and Cognitive Function in Older Adults
by Chenglei Zhao, Chenxi Zhao, Yunfeng Li, Minmin Zhao, Lin Wang, Jiawei Guo, Longhai Zhang, Yuliang Sun, Xintong Ye and Wenfei Zhu
J. Clin. Med. 2022, 11(14), 3984; https://doi.org/10.3390/jcm11143984 - 8 Jul 2022
Cited by 15 | Viewed by 4385
Abstract
Background: Aging and physical inactivity are associated with declines in physical fitness and cognitive function. Active video games have proven to be beneficial for the physical health of older adults, but the exact effect of active video games on physical fitness and cognitive [...] Read more.
Background: Aging and physical inactivity are associated with declines in physical fitness and cognitive function. Active video games have proven to be beneficial for the physical health of older adults, but the exact effect of active video games on physical fitness and cognitive function was still unclear. Based on self-determination theory (SDT), which is a widely used theory of healthy behavior change, this study aimed to explore the effects of an active video game intervention on fitness and cognitive function in older adults. Methods: A total of 38 participants (mean age = 65.68 ± 3.78 years, 24 female) were randomly assigned to either an intervention group (active video game training) or a control group (no additional intervention). The participants in the intervention group trained for a total of 36 sessions (3 times per week for 50–55 min each) for 12 weeks. The control group continued with their normal daily living. The pre- and posttest measurements included: IPAQ-C score and physical fitness (BMI, body fat percent, blood pressure, reaction time, sit and reach, vital capacity, grip strength, static balance, blood biochemical tests for liver function, kidney function, blood lipids, glucose and insulin levels) and cognitive functions (processing speed, spatial ability, working memory, language ability, associative memory). Result: The intervention group showed a significantly smaller decrease in total average physical activity relative to the control group. BMI, vital capacity, systolic blood pressure, diastolic blood pressure, and spatial cognition significantly improved after training in the intervention group (BMI: F = 9.814, p = 0.004, d = −0.93, vital capacity: F = 4.708, p = 0.038, d = 0.67, systolic blood pressure: F = 5.28, p = 0.028, d = −0.68, diastolic blood pressure: F = 6.418, p = 0.016, d = −0.86, spatial cognition: F = 8.261, p = 0.007, d = 0.72). Three measures of static balance (closed eyes) also showed improvements after training (total length of swing: F = 3.728, d = −0.62, total velocity of swing: F = 3.740, d = −0.62, total area of swing: F = 2.920, d = −0.70). No significant training effects were evident in the results from the blood biochemical tests. Conclusion: This study indicates a positive influence of active video game training on physical fitness and cognitive function. The use of SDT-based active video game exercise as a feasible, safe, and effective training method for improving community older adults’ healthy, promoting group cohesion, and increasing motivation to exercise. Full article
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