Chenxi Zhao

Ms. Chenxi Zhao

orcid

Research Focus & Metrics

Academic Career Length

6Years (2021-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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Journal Article
Open access
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Chenglei ZhaoChenglei Zhao
Chenglei Zhao
CZChenxi Zhao
Chenxi Zhao
YLYunfeng Li
Yunfeng Li
MZMinmin Zhao
Minmin Zhao
LWLin Wang
Lin Wang
Wenfei ZhuWenfei Zhu
Wenfei Zhu
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.

26 August 2022 in Sustainability
Verified
Journal Article
Open access
PDF file
CZChenxi Zhao
Chenxi Zhao
Chenglei ZhaoChenglei Zhao
Chenglei Zhao
MZMinmin Zhao
Minmin Zhao
LWLin Wang
Lin Wang
JGJiawei Guo
Jiawei Guo
Wenfei ZhuWenfei Zhu
Wenfei Zhu
Background: As the population ages, cognitive impairment and dementia have become one of the greatest health threats in older adults. Prior studies suggest that exergaming could improve cognitive function in older adults. To date, few long-term exergames intervention studies on older adults during the COVID-19 epidemic exist. This study aimed to investigate the effects of exergame on cognitive function in Chinese older adults, and to examine whether exergame was more effective than aerobic dancing for executive function and working memory. Methods: 55 participants (mean age = 65.4 ± 3.7 years) were randomly assigned to an exergame training (ET) group, an aerobic dancing training (ADT) group, or a control (CON) group. The ET and ADT groups received 36 sessions (three 75-min training sessions per week, exercise intensity = 65 to 75% HRmax) during a 12-week period. The outcome measures for cognitive function included working memory measured by the N-back test, and executive function measured by the Stroop test. Results: The ET group showed a significantly positive effect in working memory, relative to the ADT (accuracy in 1-back test: ES = 0.76, p < 0.01), and CON group (accuracy in 1-back test: ES = 0.87, p = 0.02). Moreover, the performance in the Stroop test showed some improvements in executive function after intervention in the ET and ADT groups (Stroop intervention effect: ES = 0.38; p = 0.25). Conclusions: Exergame had a positive benefit in improving cognitive functions in older adults without cognitive impairment. Long-term exergame training could improve working memory in older adults. Exergame and aerobic dancing can efficiently improve inhibitory control of executive function in older adults. Maintaining an active lifestyle is protective of cognitive health in older adults.

Wenfei ZhuWenfei Zhu
Wenfei Zhu
YLYunfeng Li
Yunfeng Li
BWBingqi Wang
Bingqi Wang
CZChenxi Zhao
Chenxi Zhao
TWTongzhou Wu
Tongzhou Wu
FSFangjun SUN
Fangjun SUN
Purpose: Regular physical activity (PA) strengthens muscles and improves balance and coordination of human body. The aim of this study was to examine whether objectively measured physical activity (PA) and sedentary behaviors were related to static balance in young men and women. Design and setting: Cross-sectional community study. Participants: 86 healthy adults (50% women) aged 21.26 ± 2.11 years. Method: PA variables, including moderate-to-vigorous PA (MVPA), light PA (LPA), sedentary time (SED), and sedentary breaks, were measured by accelerometers on wrist (ActiGraph WGT3X-BT). The static balance was tested in the bipedal stance with eyes open or closed. The movement of the center of pressure, including total sway path length (SP), sway velocity (SV), and sway area (SA), was recorded with a three-dimensional force platform (Kistler 9287CA). The associations between PA (MVPA/LPA/SED/sedentary breaks) and static balance (SP/SV/SA) were analyzed using mixed linear regression analyses, with adjustments for condition (eyes open/closed), sex, age, body mass index (BMI), total device wearing time, and PA*condition. Data were analyzed with SPSS 24.0. Results: Better performance was observed in eyes-open condition (p < 0.05). MVPA was negatively associated with SA (p = 0.030), and SED was positively associated with SA after adjustments, respectively (p = 0.0004). No significance was found in the association of light PA, SED, or sedentary breaks with other static balance variables, respectively (p > 0.05). Conclusion: Increasing MVPA and less SED are associated with lower sway area measured by force platform, indicating more PA may related to better static balance in young adults.