Background: Falls are a common phenomenon among people aged 65 and older and affect older adults’ health, quality of life, and autonomy. Technology-based intervention programs are designed to prevent the occurrence of falls and their effectiveness often surpasses that of more conventional programs. However, to be effective, these programs must first be accepted by seniors. Objective: Based on the technology acceptance model, this study aimed to examine the acceptance among older adults before a first use of a virtual reality headset (VRH) used in an intervention program designed to prevent falls. Methods: A sample of 271 French older adults (mean age 73.69 years, SD 6.37 years) voluntarily and anonymously filled out a questionnaire containing the focal constructs (perceived usefulness, perceived enjoyment, perceived ease of use, intention to use, fall-related self-efficacy, and self-avoidance goals) adapted to the VRH, which was designed to prevent falls. Results: The results of the structural equation modeling analysis showed that intention to use the VRH was positively predicted by perceived usefulness, perceived enjoyment, and perceived ease of use. Perceived usefulness of the VRH was also negatively predicted by fall-related self-efficacy (ie, the perceived level of confidence of an individual when performing daily activities without falling) and positively predicted by self-avoidance goals (ie, participating in a physical activity to avoid physical regression). Conclusions: A better understanding of the initial acceptance among older adults of this VRH is the first step to involving older adults in intervention programs designed to prevent falls using this kind of device.
The present study aimed at characterizing the effects of increasing (relative) force level and aging on isometric force control. To achieve this objective and to infer changes in the underlying control mechanisms, measures of information transmission, as well as magnitude and time-frequency structure of behavioral variability were applied to force-time-series. Older adults were found to be weaker, more variable, and less efficient than young participants. As a function of force level, efficiency followed an inverted-U shape in both groups, suggesting a similar organization of the force control system. The time-frequency structure of force output fluctuations was only significantly affected by task conditions. Specifically, a narrower spectral distribution with more long-range correlations and an inverted-U pattern of complexity changes were observed with increasing force level. Although not significant older participants displayed on average a less complex behavior for low and intermediate force levels. The changes in force signal’s regularity presented a strong dependence on time-scales, which significantly interacted with age and condition. An inverted-U profile was only observed for the time-scale relevant to the sensorimotor control process. However, in both groups the peak was not aligned with the optimum of efficiency. Our results support the view that behavioral variability, in terms of magnitude and structure, has a functional meaning and affords non-invasive markers of the adaptations of the sensorimotor control system to various constraints. The measures of efficiency and variability ought to be considered as complementary since they convey specific information on the organization of control processes. The reported weak age effect on variability and complexity measures suggests that the behavioral expression of the loss of complexity hypothesis is not as straightforward as conventionally admitted. However, group differences did not completely vanish, which suggests that age differences can be more or less apparent depending on task properties and whether difficulty is scaled in relative or absolute terms.
The present study aimed to determine whether the general slowing hypothesis could be extended to the motor domain by comparing cognitive and motor age-related slowing. To achieve this objective, we compared the slopes of Hick-Hyman’s law and Fitts’ law, in young and older adults. The general hypothesis was that, due to the dedifferentiation of cognitive and motor neural resources during aging, the slopes of Hick-Hyman's law and Fitts’ law should become closer, if not similar, in older adults. Ten young adults (mean age = 26 ± 3 years) and fourteen older adults (mean age = 78 ± 7 years) participated in the experiment. They had to perform a discrete rapid-aiming task and a reaction time task. In the aiming task, five ID levels were used (from 3 to 7 bits by increments of 1.0 bit). Task difficulty was scaled via the manipulation of target distance from home position. In the reaction time task, 5 IDs were selected: 0, 1, 2, 3 and 4 bits, with incompatible S-R associations. Reaction time and movement times were recorded. Efficiency and Brinley regression functions were calculated. Age-related slowing ratios were estimated. Response times increased in both tasks in older adults. The slopes of Hick-Hyman’s law and Fitts’ law were steeper in older adults than in young participants. In young participants, the slope of Hick-Hyman’s law was smaller than that of Fitts’ law. In older adults, no difference was found. Slowing ratios observed in both tasks were equivalent. The present results extended the general slowing hypothesis to the motor domain. They suggested that, due to dedifferentiation of cognitive and motor neural resources, decrease in processing speed acts as a common cause to behavioral slowing in both cognitive and motor tasks.
14 June 2025 in Neuroscience & Biobehavioral Reviews
Applying innovations in digital health technologies, such as exergames, has been recommended by official bodies like the World Health Organization for health promotion and disease prevention across various populations and age groups. Given a key advantage of interactive and gamified digital health technologies is promoting user engagement, a substantial proportion of studies have implemented recreational exergames - games primarily designed to make specific activities more fun and entertaining. In this article, we aim to move beyond the benefits of "just" providing a more engaging environment for physical and motor-cognitive activities/exercises by shedding light on serious exergame features that enhance the ecological validity of exercises and offer unique advantages for tailoring interventions beyond conventional approaches. To this end, we review the roles and mechanisms of specific exergame features in supporting adherence to relevant behavior change, neuroscience, and exercise science principles, and integrate our findings into the 'Beyond "Just" Fun of Exergames Framework'. This framework (i) implements a definition and classification approach to harmonize and provide more nuanced terminology for specific application scenarios of exergame technologies, and (ii) delineates best practices for the theoretically grounded selection and implementation of exergame features in health promotion and primary through tertiary disease prevention (including rehabilitation). By introducing this framework, we aim to support a paradigm shift by guiding game designers, researchers, and exercise and therapy practitioners from entertainment-centered recreational solutions towards serious exergames that are purposefully designed with adequate theoretical underpinnings, thereby unlocking the full potential of exergame-enhanced interventions for individuals and public health needs.
Finding effective training solutions to attenuate the alterations of behavior and cognition in the growing number of older adults is an important challenge for Science and Society. By offering 3D computer-simulated environments to combine perceptual-motor and cognitive exercise, exergames are promising in this respect. However, a careful analysis of meta-analytic reviews suggests that they failed to be more effective than conventional motor-cognitive training. We analyzed the reasons for this situation, and we proposed new directions to design new, conceptually grounded, exergames. Consistent with the evolutionary neuroscience approach, we contend that new solutions should better combine high level of metabolic activity with (neuro)muscular, physical, perceptual-motor, and cognitive stimulations. According to the Ecological Dynamics rationale, we assume that new exergames should act at the agent–environment scale to allow individuals to explore, discover, and adapt to immersive and informationally rich environments that should include cognitively challenging tasks, while being representative of daily living situations.