Journal List > J Korean Acad Nurs > v.45(1) > 1003125

Yu and Kim: Effects of a Physical Activity Program using Exergame with Elderly Women

Abstract

Purpose

This study was done to investigate the motivational, physical and affective benefits of exergaming in community dwelling older adult women.

Methods

The research design was a nonequivalent control group pre-test and post-test design. Sixty-one older adult women over the age of 65 were recruited from 6 community senior centers to participate in the 8 week exercise intervention or control group. Six centers were divided into one of three groups: exergame, qigong exercise, or control. The exergame and the qigong exercise group received 16 sessions, scheduled twice a week, with each session lasting 50 minutes. Test measures were completed before and after the 8 week intervention period for all participants. Measures included: Grip strength, chair stand, 6 m walking, balance, geriatric depression scale, vitality and intrinsic motivation.

Results

There were significant improvements in the exergame and qigong exercise group for grip strength, chair stand, 6m walking, balance, vitality and intrinsic motivation at the end the 8-week program compared with the control group.

Conclusion

The exergame could be an effective alternative for older adult women to group exercise classes.

References

1. Visser M, Schaap LA. Consequences of sarcopenia. Clinics in Geriatric Medicine. 2011; 27(3):387–399.
crossref
2. Ministry of Health & Welfare, Korea Centers for Disease Control & Prevention. Korea health statistics 2011: Korea national health and nutrition examination survey (KNHANES V-2). Seoul: Ministry of Health & Welfare;2012.
3. Korea Institute for Health and Social Affairs. 2011 national survey data of the actual living condition of the elderly [Internet]. Sejong: Ministry of Health & Welfare;2012. [cited 2013 January 4]. Available from:.
4. Warburton DE, Nicol CW, Bredin SS. Health benefits of physical activity: The evidence. CMAJ: Canadian Medical Association Journal. 2006; 174(6):801–809. http://dx.doi.org/10.1503/cmaj.051351.
crossref
5. Strawbridge WJ, Deleger S, Roberts RE, Kaplan GA. Physical activity reduces the risk of subsequent depression for older adults. American Journal of Epidemiology. 2002; 156(4):328–334.
crossref
7. Jahnke R, Larkey L, Rogers C, Etnier J, Lin F. A comprehensive review of health benefits of qigong and tai chi. American Journal of Health Promotion. 2010; 24(6):e1–e25. http://dx.doi.org/10.4278/ajhp.081013-LIT-248.
crossref
8. Kim ML, Lee JH. A qualitative exploration of psychological motivating factors in seniors' keeping on their leisure sports activities. Journal of Sport and Leisure Studies. 2009; 37:799–809.
crossref
9. Osorio G, Moffat DC, Sykes J. Exergaming, exercise, and gaming: Sharing motivations. Games for Health Journal. 2012; 1(3):205–210. http://dx.doi.org/10.1089/g4h.2011.0025.
crossref
10. Taylor LM, Maddison R, Pfaeffli LA, Rawstorn JC, Gant N, Kerse NM. Activity and energy expenditure in older people playing active video games. Archives of Physical Medicine and Rehabilitation. 2012; 93(12):2281–2286. http://dx.doi.org/10.1016/j.apmr.2012.03.034.
crossref
11. Song CH, Shin WS, Lee KJ, Lee SW. The effect of a virtual reality-based exercise program using a video game on the muscle strength, balance and gait abilities in the elderly. Journal of the Korean Gerontological Society. 2009; 29(4):1261–1275.
12. Daniel K. Wii-hab for pre-frail older adults. Rehabilitation Nursing. 2012; 37(4):195–201. http://dx.doi.org/10.1002/rnj.25. http://dx.doi.org/10.1016/j.gaitpost.2012.09.003.
crossref
14. Maillot P, Perrot A, Hartley A. Effects of interactive physical-activity video-game training on physical and cognitive function in older adults. Psychology and Aging. 2012; 27(3):589–600. http://dx.doi.org/10.1037/a0026268.
crossref
15. Rosenberg D, Depp CA, Vahia IV, Reichstadt J, Palmer BW, Kerr J, et al. Exergames for subsyndromal depression in older adults: A pilot study of a novel intervention. The American Journal of Geriatric Psychiatry. 2010; 18(3):221–226. http://dx.doi.org/10.1097/JGP.0b013e3181c534b5.
crossref
16. Rendon AA, Lohman EB, Thorpe D, Johnson EG, Medina E, Bradley B. The effect of virtual reality gaming on dynamic balance in older adults. Age and Ageing. 2012; 41(4):549–552. http://dx.doi.org/10.1093/ageing/afs053.
crossref
17. Agmon M, Perry CK, Phelan E, Demiris G, Nguyen HQ. A pilot study of Wii fit exergames to improve balance in older adults. Journal of Geriatric Physical Therapy. 2011; 34(4):161–167. http://dx.doi.org/10.1519/JPT.0b013e3182191d98.
crossref
18. McAuley E, Duncan T, Tammen VV. Psychometric properties of the intrinsic motivation inventory in a competitive sport setting: A confirmatory factor analysis. Research Quarterly for Exercise and Sport. 1989; 60(1):48–58. http://dx.doi.org/10.1080/02701367.1989.10607413.
crossref
19. Beaton DE, Bombardier C, Guillemin F, Ferraz MB. Guidelines for the process of cross-cultural adaptation of self-report measures. Spine. 2000; 25(24):3186–3191.
crossref
20. Simonsick EM, Newman AB, Nevitt MC, Kritchevsky SB, Ferrucci L, Guralnik JM, et al. Measuring higher level physical function in well-functioning older adults: Expanding familiar approaches in the Health ABC study. The Journals of Gerontology Series A Biological Sciences and Medical Sciences. 2001; 56(10):M644–M649.
crossref
21. Kee BS. A preliminary study for the standardization of a geriatric depression scale short form-Korea version. Journal of Korean Neuropsychiatric Association. 1996; 35(2):298–307.
22. Bostic TJ, Rubio DM, Hood M. A validation of the subjective vitality scale using structural equation modeling. Social Indicators Research. 2000; 52(3):313–324. http://dx.doi.org/10.1023/A:1007136110218.
23. Higgins HC, Horton JK, Hodgkinson BC, Muggleton SB. Lessons learned: Staff perceptions of the Nintendo Wii as a health promotion tool within an aged-care and disability service. Health Promotion Journal of Australia. 2010; 21(3):189–195.
24. Wollersheim D, Merkes M, Shields N, Liamputtong P, Wallis L, Reynolds F, et al. Physical and psychosocial effects of Wii video game usage among older women. International Journal of Emerging Technologies and Society. 2010; 8(2):85–98.
25. Laver K, Ratcliffe J, George S, Burgess L, Crotty M. Is the Nintendo Wii Fit really acceptable to older people? A discrete choice experiment. BMC Geriatrics. 2011; 11:64. http://dx.doi.org/10.1186/1471-2318-11-64.
crossref
26. Sasaki H, Kasagi F, Yamada M, Fujita S. Grip strength predicts cause-specific mortality in middle-aged and elderly persons. The American Journal of Medicine. 2007; 120(4):337–342. http://dx.doi.org/10.1016/j.amjmed.2006.04.018.
crossref
27. Gu MO, Jeon MY, Kim HJ, Eun Y. A review of exercise interventions for fall prevention in the elderly. Journal of Korean Academy of Nursing. 2005; 35(6):1101–1112.
crossref
29. Allaire JC, McLaughlin AC, Trujillo A, Whitlock LA, LaPorte L, Gandy M. Successful aging through digital games: Socioemotional differences between older adult gamers and non-gamers. Computers in Human Behavior. 2013; 29(4):1302–1306. http://dx.doi.org/10.1016/j.chb.2013.01.014.
crossref
30. Acree LS, Longfors J, Fjeldstad AS, Fjeldstad C, Schank B, Nickel KJ, et al. Physical activity is related to quality of life in older adults. Health and Quality of Life Outcomes. 2006; 4:37. http://dx.doi.org/10.1186/1477-7525-4-37.
crossref
28. Laver K, Thomas S, Deutsch JE, Crotty M. Virtual reality for stroke rehabilitation. Stroke. 2012; 43(2):e20–e21. http://dx.doi.org/10.1161/STROKEAHA.111.642439.
crossref

Table 1.
Homogeneity Test for Characteristics of Participants (N=61)
Characteristics Categories Exergame (n=21) Qi-gong (n=20) Control (n=20) χ2 or F p
n (%) or M±SD n (%) or M±SD n (%) or M±SD
Age (yr) 65~69 5 (23.8) 4 (20.0) 3 (15.0) 2.01 .794
70~79 14 (66.7) 13 (65.0) 12 (60.0)
≥80 2 (9.5) 3 (15.0) 5 (25.0)
72.95±5.20 74.55±5.59 74.20±4.96 0.52 .594
Marital status Married 6 (28.6) 8 (40.0) 6 (30.0) 0.71 .787
Bereaved 15 (71.4) 12 (60.0) 14 (60.0)
Living with No one 5 (23.8) 7 (35.0) 9 (45.0) 6.37 .178
Spouse 4 (19.0) 8 (40.0) 6 (30.0)
Children 12 (57.1) 5 (25.0) 5 (25.0)
Housing type Education House 8 (38.1) 9 (45.0) 9 (45.0) 0.26 .898
Apartment 13 (61.9) 11 (55.0) 11 (55.0)
No formal education 7 (33.3) 6 (30.0) 15 (75.0) 10.01 .006
≥Elementary 14 (66.7) 14 (70.0) 5 (25.0)
Income (10,000 won n) <100 12 (57.1) 14 (70.0) 19 (95.0) 8.26 .018
≥100 9 (42.9) 6 (30.0) 1 (5.0)
Self-rated health Good 8 (38.1) 4 (20.0) 5 (25.0) 5.04 .283
Fair 11 (52.4) 9 (45.0) 8 (40.0)
Poor 2 (9.5) 7 (35.0) 7 (35.0)
2.66±0.73 3.10±0.85 3.15±0.87 2.16 .124
Number of diseases 0 3 (14.3) 3 (15.0) 1 (5.0) 5.44 .503
1 7 (33.3) 4 (20.0) 2 (10.0)
2 9 (42.9) 10 (50.0) 13 (65.0)
≥3 2 (9.5) 3 (15.0) 4 (20.0)
Drinking alcohol No 17 (81.0) 18 (90.0) 19 (95.0) 1.88 .480
Yes 4 (19.0) 2 (10.0) 1 (5.0)
Smoking No 21 (100.0) 20 (100.0) 19 (95.0) 1.88 .656
Yes 0 (0.0) 0 (0.0) 1 (5.0)
Intrinsic motivation 92.85±16.13 101.75±13.47 91.60±17.87 2.42 .097
Physical function Grip strength (kg) 21.05±4.32 18.69±3.87 19.47±3.87 1.82 .171
Chair stand test (sec) 10.96±2.58 10.21±3.72 9.66±2.55 0.97 .382
Balance (sec) 66.64±19.81 68.93±12.87 61.39±20.63 1.07 .584
Walk test
Usual-walk (sec) 8.71±2.03 8.32±1.56 10.32±1.58 7.44 .001
Narrow-walk (sec) 9.99±2.34 9.32±2.00 11.28±1.81 4.64 .013
Emotional state Depression 4.04±2.63 4.05±3.56 4.25±3.05 0.20 .903
≤4 15 (61.9) 13 (65.0) 10 (50.0) 2.26 .132
5~9 7 (33.3) 5 (25.0) 9 (45.0)
≥10 1 (4.8) 2 (10.0) 1 (5.0)
Subjective vitality 27.95±9.00 32.10±7.25 27.20±7.45 2.20 .119
Table 2.
Effects of Exergame Program on Outcome Variable (N=61)
Variables Time Exergamea (n=21) Qi-gongb (n=20) Controlc (n=20) χ2* p post hoc
M±SD M±SD M±SD
Intrinsic motivation Pre 92.85±16.13 101.75±13.47 91.60±17.87 17.61 <.001 a, b>c
Post 105.47±15.00 106.55±12.14 93.45±9.09
Physical function
   Grip strength (kg) Pre 21.05±4.32 18.69±3.87 19.47±3.87 3.51 .037 a, b>c
Post 22.43±4.61 20.15±3.58 19.03±3.70
   Chair stand (sec) Pre 10.96±2.58 10.21±3.72 9.66±2.55 19.34 <.001 a, b<c
Post 9.28±1.87 8.41±2.17 11.03±2.30
   Balance (sec) Pre 66.64±19.81 68.93±12.87 61.39±20.63 7.68 .021 a, b<c
Post 71.01±16.01 73.28±11.56 57.43±17.28
   Usual walk (sec) Pre 8.71±2.03 8.32±1.56 10.32±1.58 8.95 .023 b<a, c
Post 7.51±1.19 6.91±1.26 9.17±1.58
   Narrow walk (sec) Pre 9.99±2.34 9.32±2.00 11.28±1.81 13.90 .001 a, b<c
Post 8.61±1.55 8.62±1.74 11.23±2.29
Emotional state
   Depression Pre 4.04±2.63 4.05±3.56 4.25±3.05 5.90 .052
Post 3.33±3.36 3.15±4.09 5.65±3.49
   Subjective vitality Pre 27.95±9.00 32.10±7.25 27.20±7.45 19.56 <.001 a, b>c
Post 33.47±5.81 33.50±7.81 25.45±7.17

*χ

2 score is generalized linear model with pretest score, education level and economy level as covariates.

TOOLS
Similar articles