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Moving with Presence: A Virtual Real...
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Huang, Kuo-Ting.
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Moving with Presence: A Virtual Reality-Based Exergames Intervention to Improve the Executive Functions of Adults Aged 50 and Older.
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
Moving with Presence: A Virtual Reality-Based Exergames Intervention to Improve the Executive Functions of Adults Aged 50 and Older./
作者:
Huang, Kuo-Ting.
出版者:
Ann Arbor : ProQuest Dissertations & Theses, : 2018,
面頁冊數:
109 p.
附註:
Source: Dissertation Abstracts International, Volume: 79-12(E), Section: A.
Contained By:
Dissertation Abstracts International79-12A(E).
標題:
Communication. -
電子資源:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=10839102
ISBN:
9780438156333
Moving with Presence: A Virtual Reality-Based Exergames Intervention to Improve the Executive Functions of Adults Aged 50 and Older.
Huang, Kuo-Ting.
Moving with Presence: A Virtual Reality-Based Exergames Intervention to Improve the Executive Functions of Adults Aged 50 and Older.
- Ann Arbor : ProQuest Dissertations & Theses, 2018 - 109 p.
Source: Dissertation Abstracts International, Volume: 79-12(E), Section: A.
Thesis (Ph.D.)--Michigan State University, 2018.
Prior literature in exergame research suggests that exergaming could improve cognitive function in older adults, yet what types of exergames would contribute to cognitive improvement have not been fully identified. This dissertation seeks to investigate whether levels of immersion and types of cognitive load would yield differential outcomes in executive functions in the context of exergaming. The process model of the spatial presence experiences and perceptual load theory serve as the theoretical framework and guide the research design.
ISBN: 9780438156333Subjects--Topical Terms:
524709
Communication.
Moving with Presence: A Virtual Reality-Based Exergames Intervention to Improve the Executive Functions of Adults Aged 50 and Older.
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Prior literature in exergame research suggests that exergaming could improve cognitive function in older adults, yet what types of exergames would contribute to cognitive improvement have not been fully identified. This dissertation seeks to investigate whether levels of immersion and types of cognitive load would yield differential outcomes in executive functions in the context of exergaming. The process model of the spatial presence experiences and perceptual load theory serve as the theoretical framework and guide the research design.
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In a 2 (levels of immersion: high vs. low) x 2 (types of task load: task-relevant vs. task-irrelevant) between-subjects experimental design, participants were randomly assigned into one of four conditions and asked to play an exergame (Fruit Ninja) for eight sessions within four weeks. Forty-one participants aged over 50 (mean age = 63) finished a single bout of exergaming training and 33 participated in the long-term training. Cognitive improvements were assessed after a single bout, after two weeks, and after four weeks.
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The results of repeated-measures analysis of covariance (ANCOVAs) revealed a significant interaction effect of immersion x time for cognitive flexibility and inhibitory control, with an improvement in the high-immersion condition over the course of the four-week training. Furthermore, the feeling of spatial presence mediated the relationship between immersion and cognitive improvement. However, types of task load had no effect on any aspect of task performance over the course of the exergaming training. The results of intent-to-treat analyses, which were conducted to handle missing responses, were consistent with the initial analyses using raw data.
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These findings suggested that spatial presence, elicited by the immersive virtual reality, was involved in a cognitive process, which later led to an improved performance in inhibitory control and cognitive flexibility. This study also demonstrated the feasibility and potential for older adults to use virtual reality-based exergames as a potential tool for cognitive health. For the theoretical implications, this research extends previous research by showing how exergaming in virtual reality, which leads to the feeling of presence, could contribute to older adults' cognitive improvement. This study also provided practical implications such that the design of exergames could emphasize the game features requiring spatial attention and orientation, which can serve as a novel strategy for preventing cognitive decline in older adults.
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