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Xbox-Based Exergames Versus Structured Home-Based Cognitive Training for Attention and Executive Functions in Healthy Adults
Sponsor: Medipol University
Summary
Background: Exergames are increasingly used to support cognition in older adults; however, evidence comparing exergames with non-computerized cognitive training in healthy adults remains limited. Objective: This randomized controlled trial aimed to compare the effects of Xbox-based exergames and structured home-based cognitive training on attention and executive functions in healthy adults. Methods: Twenty healthy adults aged ≥50 years were randomly allocated to either an Xbox-based exergames group (n=10) or a structured home-based cognitive training group (n=10). Both groups received 12 sessions twice weekly. Before and after the intervention, participants were assessed using the Standardized Mini-Mental State Examination, d2 Test of Attention, Stroop Test, WMS-R Digit Span Test, Trail Making Test, and Benton Judgment of Line Orientation Test.
Key Details
Gender
All
Age Range
50 Years - Any
Study Type
INTERVENTIONAL
Enrollment
20
Start Date
2025-04-08
Completion Date
2025-05-23
Last Updated
2026-09-09
Healthy Volunteers
Yes
Interventions
Xbox-based exergames intervention
The intervention was delivered using the Microsoft Xbox 360 Kinect™ as a non-VR exergaming platform. The Kinect system detects and tracks participants' body movements in real time without requiring a handheld controller. Exergames were selected by the researchers (DT, HA, and MK) based on their cognitive demands and relevance to the targeted cognitive functions. The selected games were incorporated into a predetermined intervention session plan. Before the intervention, each game was demonstrated once to familiarize participants with the gameplay and required movements. All games started at a basic level, and progression to advanced levels was determined by the therapists according to each participant's performance. Game levels and repetition numbers were individually adjusted to ensure appropriate progression throughout the intervention. The Xbox-based exergames group received 12 sessions twice weekly.
Structured home-based cognitive training
The structured home-based cognitive training program consisted of tasks specifically designed to improve different cognitive skills. The program included cognitive activities such as mathematical sequences, identifying differences between two pictures, finding missing objects, pattern completion, Sudoku, and maze completion. Taken together, these tasks provided a comprehensive and individualized program aimed at strengthening fundamental cognitive skills such as attention, EFs, spatial orientation, and visuomotor coordination. The cognitive tasks included in the structured home-based cognitive training program and their targeted parameters were specified, and the activities were explained to the participants once before implementation. The cognitive tasks and homework assignments were planned and adjusted based on the participants' initial assessment findings and in accordance with their individual performance capacities. This groups also received 12 sessions twice weekly.
Locations (1)
Istanbul Medipol University
Beykoz, Istanbul, Turkey (Türkiye)