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

dc.contributor.authorFerreira, Soraia
dc.contributor.authorMarmeleira, José
dc.contributor.authordel Pozo-Cruz, Jesús
dc.contributor.authorBernardino, A.
dc.contributor.authorLeite, Nilton
dc.contributor.authorBrandão, Mafalda
dc.contributor.authorRaimundo, Armando
dc.date.accessioned2023-02-10T13:05:27Z
dc.date.available2023-02-10T13:05:27Z
dc.date.issued2022
dc.description.abstractBackground: 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.por
dc.identifier.authoremailsdpf@uevora.pt
dc.identifier.authoremailjmarmel@uevora.pt
dc.identifier.authoremailjpozo2@us.es
dc.identifier.authoremailnd
dc.identifier.authoremailniltonleitecuba@gmail.com
dc.identifier.authoremailnd
dc.identifier.authoremailammr@uevora.pt
dc.identifier.citationFerreira, 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/ijerph192214667por
dc.identifier.doihttps://doi.org/10.3390/ijerph192214667por
dc.identifier.scientificarea251por
dc.identifier.urifile:///Users/josemarmeleira/Downloads/ijerph-19-14667-v2.pdf
dc.identifier.urihttp://hdl.handle.net/10174/34116
dc.language.isoengpor
dc.peerreviewedyespor
dc.publisherInternational Journal of Environmental Research and Public Healthpor
dc.rightsopenAccesspor
dc.subjectexecutive functionspor
dc.subjectolder adultspor
dc.subjectacute effectspor
dc.subjectcognitionpor
dc.subjectaugmented realitypor
dc.titleAcute Effects of Augmented Reality Exergames versus Cycle Ergometer on Reaction Time, Visual Attention, and Verbal Fluency in Community Older Adultspor
dc.typearticlepor

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