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CYBERPSYCHOLOGY, BEHAVIOR, AND SOCIAL NETWORKING

Volume 23, Number 3, 2020 ORIGINAL ARTICLES


ª Mary Ann Liebert, Inc.
DOI: 10.1089/cyber.2019.0269

Exergaming Executive Functions:


An Immersive Virtual Reality-Based Cognitive Training
for Adults Aged 50 and Older

Kuo-Ting Huang, PhD

Abstract
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Prior research suggests that both exergaming and virtual reality (VR)-based training programs could improve
executive functions in older adults. However, few studies investigated whether combining exergaming with VR
would be more effective. This study seeks to (a) investigate whether playing exergames in an immersive virtual
environment (IVE) would yield differential outcomes in selected executive functions, including inhibition, task
switching, and working, and (b) examine the role of feeling of presence as a potential mediator between
immersive exergaming and cognitive improvement in specific domains. Thirty-three participants over 50 years
of age (mean age = 62) participated in a 4-week training program and were randomly assigned into an IVE and
non-IVE to play an exergame (Fruit Ninja) for eight sessions within 4 weeks. The results revealed a significant
effect of the IVE on the Stroop Test and Trail Making Test after the 4-week training. Furthermore, the impacts
of the IVE exergaming on these two tasks were mediated by the feeling of presence. These findings suggested
that the immersive experience of exergaming would elicit the feeling of presence, which later contributes to
improved cognitive performances in inhibition and task switching. For the theoretical implications, this study
extends previous research by showing that (a) feeling of presence could contribute to older adults’ cognitive
improvement, and (b) the impacts of immersive exergame training on executive functions vary across individual
domains. Additionally, this study provides practical implications such that the design of exergames could
emphasize the game features requiring mental simulation, which can serve as a novel strategy for preventing
cognitive decline in midlife and old age.

Keywords: virtual reality, presence, older adults, exergame, executive functions

Introduction ecutive functions.5 Specifically, researchers have also found


that exergames could improve specific domains of cognitive

T he older population, which has grown dramatically


since the beginning of the 21st century, is at a consid-
erably higher risk of problems related to the aging of the
functions in older adults, such as cognitive inhibition, task
switching/flexibility, and working memory.6 However, it is
still not fully explored how exergames would improve cog-
brain.1 Research shows that the economic costs associated nitive functions in older adults.7 Furthermore, the positive
with dementia and other cognitive impairments in the United impacts of exergaming on individual cognitive domains are
States ranged from $159 billion to $215 billion in 2010 and inconsistent across studies,6 which may be a result of varying
will increase to $511 billion by 2040.2 To protect against forms and definitions of physical and cognitive demands.
cognitive aging, the World Health Organization has listed Recently, scholars found that simply doing physical ex-
physical activity as one of the treatments for the prevention of ercise without additional cognitive demands in the virtual
cognitive decline and dementia.3 environment improved selected executive functions among
Prior studies suggest that exergaming, which refers to healthy older adults, such as inhibition, task switching, and
combining the benefits of physical activity and the attrac- working memory. This may be due to the fact that players
tiveness of video games,4 could improve older adults’ ex- require the use of their cognitive abilities to immerse

Department of Journalism, Center for Emerging Media Design and Development, Ball State University, Muncie, Indiana.

143
144 HUANG

themselves in the games.8 During exergaming, players have different intervention length.15 Moreover, two studies im-
to mentally simulate the virtual environment of the ex- plementing 8-week interventions found that exergames im-
ergames, such as the scenery and virtual objects in the proved participants’ working memory.18,19 These results
games, so they can cognitively and mentally engage in the suggest that exergaming would influence prefrontal brain
game. Therefore, it is important to examine the impacts of activity, which has a direct impact on executive functions.
immersive experience on executive functions in a context of In addition, recent studies suggest that interacting with
exergaming. However, to date, only a few studies investi- virtual environments requires users to mentally stimulate the
gated the impacts of immersive experiences during ex- environment of the exergames (e.g., imagining the 3D en-
ergaming on cognitive improvement in older adults. vironments), which may also activate neurobiological
Built upon on previous work, the current study further mechanisms associated with executive functions.20 For ex-
investigates the impact of immersive experience during ex- ample, cycling within a virtual environment leads to greater
ergaming on individual executive functions and specifically improvement in executive functions, such as inhibitory
focuses on the mediating role of presence, a subjective ex- control and task switching, than riding a traditional sta-
perience of feeling immersed in a mediated environment. tionary bike.21
The current study proposes a 4-week exergaming training to Furthermore, clinical findings and neuroscientific evi-
examine whether exergaming in a more immersive envi- dence indicate that virtual reality (VR)-based training and
ronment, which leads to a stronger feeling of presence, interventions, such as virtual simulations of daily tasks and
would yield differential outcomes in specific executive navigational training, are effective tools for different exec-
functions. This study first discusses the cognitive mecha- utive functions (e.g., inhibition, task switching, and working
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nisms underlying the impacts of exergaming on executive memory) among older adults.22–24 These studies also suggest
functions and then investigated the potential roles of im- that VR-based training can enhance neuroplasticity, which
mersive experience (i.e., presence) in the relationship be- later improves older adults’ executive functions.22 Based on
tween exergaming and cognitive improvement. these findings, exergaming in a more immersive virtual en-
vironment (IVE) should lead to greater improvement in ex-
ecutive functions than exergaming in a less immersive
Exergaming and executive functions
environment. Therefore, the first hypothesis of the current
According to previous research, cognitive functions de- research is proposed as follows:
cline during aging.9,10 Moreover, the concept of reserve11,12
states that two types of reserves account for age-related H1: Individuals who play an exergame in an IVE will have
cognitive loss: brain and cognitive. Specifically, brain re- better improvement in selected executive functions as in-
dicated in (a) inhibitory control, (b) task switching, and (c)
serve emphasizes the hardware characteristics such as brain working memory than those in a nonimmersive virtual
volume and neuronal structural integrity, while cognitive environment.
reserve highlights the software aspects such as the cognitive
functioning and plasticity of neural circuits.13 In other words,
the theoretical framework of cognitive reserve explains how
Presence as a potential mediator
to preserve cognitive functions from a hardware/software
perspective. Previous research hypothesizes that feeling of presence
Similar to the concept of cognitive reserve, exergaming may be positively associated with cognitive improvement
scholars have identified two main mechanisms underlying and suggests that future research should directly measure the
the effects of exergaming on cognitive functions: (a) physical impact of cognitive simulation during exergame interven-
exercise—moving, jumping, or running—which enlarge tions.8 According to spatial presence theories,25 presence is a
people’s attentional pool by increasing physiological arousal psychological process that media users allocate their atten-
and motor control skills; (b) mental exercise—memorizing tions to the mediated/virtual environment, which enables
the rules and movements of an exercise—which involves them to establish a better mental model of the mediat-
higher-order cognition and prime players to use their cog- ed/virtual environment. Immersive technologies, which al-
nitive functions.5,14 low users to be isolated from the physical world, explore the
Systematic reviews and meta-analyses on the cognitive virtual environment, and create mental representations of the
benefits of exergaming in older adults further show positive virtual environment, which would lead to the experience of
effects of exergaming were found on multiple cognitive spatial presence.26
domains, including executive functions, processing speed, Neurological evidence further indicates that spatial pres-
visuospatial skill, short-term and long-term memory, verbal ence experiences elicited by immersive media would lead to
fluency, and measure of cognitive state.6,7,15 Consistent increased activities of the brain regions associated with
with previous research, the current research focuses on cognitive functions.27 In addition, research using functional
executive functions, which is important for older adults to neuroimaging found that executive functions (selective at-
maintain competence and independence, as the main out- tention and task switching) activate the dorsolateral pre-
comes.5,14,16,17 frontal cortex,28 which was also found to play an important
Executive functions are multi-dimensional and have been role in the control of the experience of spatial presence.24 A
discussed based on three domains: inhibitory control, task recent study further showed that the neuropsychological
switching, and working memory. A meta-analysis of ran- performance of older adults in VR cognitive training im-
domized controlled trials on the effects of exergames on proved more than those in the traditional cognitive training
executive function found positive effects of exergames on condition, suggesting that mentally engaging in the VR plays
inhibitory control and task switching across studies using a an important role in cognitive improvement.29 Therefore, the
EXERGAMING COGNITIVE FUNCTIONS 145

second hypothesis focuses on the mediating role of feeling of asked to do three executive function tasks as well as answer
presence and is proposed as follows: questions about their spatial presence experiences. After they
finished their first visit, they were encouraged to participate
H2: Feeling of presence will mediate the relationship be- in seven more visits in the next 4 weeks (two per week, eight
tween VR exergaming and selected executive functions as in total). Participants were asked to complete the cognitive
indicated in (a) inhibitory control, (b) task switching, and
(c) working memory.
tasks and surveys at baseline (before the first session), after a
single bout (the first session), and after the 4-week training
(the last session).
Materials and Methods
Measures
Participants
Two outcome measures were included in the study: spatial
The current research uses people of ages 50 and older as presence experiences and cognitive assessments. The 16-item
inclusion criteria for two reasons: First, peoples’ cognitive scale of spatial presence experiences (Cronbach’s a = 0.97),
ability may start declining at around 50 years of age30 or after which was adopted from the MEC Spatial Presence Ques-
midlife.31 Second, adults 50–64 years of age are one of the tionnaires,34 has been empirically tested across diverse media
target populations for preventive care services, but 28% of settings.35 All of the items were rated on a seven-point Likert-
them are physically inactive.32 Therefore, those of the age 50 like scale (1 = strongly disagree and 7 = strongly agree).
and above are ideal for preventive health care. This study used the Stroop Test (for inhibitory control),
This study employed a two-condition-between-subjects Trail Making Test (for task-switching/flexibility), and Digit
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design to test the proposed hypotheses. A total of 33 par- Span (for working memory) to assess different domains of
ticipants (mean age = 61.93, standard deviation = 8.21; fe- executive functions, which were widely used in previous
male = 24), recruited from a community research subject studies.5 An 88-item Stroop Test was administered, which
pool administered by a large university in the United States, included congruent color words and incongruent color
were randomly assigned into each condition (immersive words. The results were calculated using ratio scores
VR = 16). Thirty-two participants finished all training ses- (congruent/incongruent) and standardized with higher scores
sions within 4 weeks. Participants received up to $150 U.S. representing better performances.
dollars for their participation (depending on the numbers of For the Trail Making Test, participants were asked to draw
sessions they attended). There were no significant differ- lines to connect 25 numbered circles (1–25) in ascending order
ences in gender, age, and race between participants across (Part A), and then draw lines to connect 25 circles, including
the conditions. The study was approved by the University’s both numbers (1–13) and letters (A–L) in consecutive order
Review Board. while also alternating between the numbers and letters (i.e.,
1-A-2-B.-13-L, etc.). The time to complete Part B subtracted
Stimuli by time to complete Part A was calculated and standardized
with lower scores indicating more positive outcomes.
The exergame for the study was Fruit Ninja, which has For the Digit Span, participants were asked to do two
both immersive VR (i.e., Fruit Ninja VR) and nonimmersive memory tasks, one requiring them to recall numbers in a
(Fruit Ninja Kinect) versions. Fruit Ninja is an exergame in forward order first and then the other one in backward
which players use arm and hand movements to swing virtual order. The results were calculated using the sum of correct
swords to slice fruit. Previous research also used a similar trails in backward order, with higher scores suggesting
VR exergame, which required players’ movements to match favorable outcomes. All assessments were performed by
the programmed gestures or movements, to improve older using Inquisit 5.0.
adults’ cognitive reaction.33 In the immersive VR condition,
participants used a head-mounted display (Oculus Rift) to Results
play the exergame. In the nonimmersive condition, partici-
pants used a 27-inch LCD monitor to play the exergame. The first hypothesis investigated the impact of exergaming
When playing Fruit Ninja Kinect, participants were in- in an IVE on selected executive functions. A series of two-
structed to stand in front of the television (1.5–2 m away) and way repeated-measures analyses of covariance (ANCOVAs)
use the motion-tracking Kinect controller to play the game. were conducted to examine whether there were differences in
cognitive improvement between two conditions across two
posttests. Regarding the first posttest (right after a single bout
Procedure
of training), two participants for Stroop and four for Trail
Upon arrival at the laboratory, participants were asked to Making were identified as outliers or did not follow the in-
complete a survey of demographic information and a series structions, and were therefore not included in the analyses.
of executive function tasks (Stroop Test, Trail Making Test, There was no significant difference in all three cognitive
and Digit Span) before starting the first exergaming session. tasks between IVE and nonimmersive conditions immedi-
As part of a larger study, participants were randomly as- ately after the first training session. In other words, there was
signed to immersive VR and nonimmersive environments no immediate effect after VR exergaming.
with different types of instructions during exergaming. This After participants finished all training sessions, partici-
manipulation was not found to influence this study’s out- pants were asked to complete the second posttest. Two par-
comes and thus is not reported in our results. ticipants for Stroop and three for the Trail Making Test did
Afterward, participants were asked to complete a 20- not complete the tests or were identified as outliers and
minute exergaming session. After exergaming, they were therefore were excluded from the analyses. The results
146 HUANG

Table 1. Cognitive Assessment and Presence at the Baseline, After Single Bout, and After 4 Weeks
Mean difference
Immersive VR Non-immersive VR
Mean (SE) Mean (SE) F (df)c p Partial eta2
Baseline measuresa
Trail Making 0.056 (0.176) -0.036 (0.171) 0.738 (1, 38) 0.396 0.022
Stroop -0.066 (0.243) 0.051 (0.235) 0.111 (1, 38) 0.741 0.003
Digit Span 5.663 (0.379) 5.440 (0.368) 0.166 (1, 38) 0.686 0.005
After a single-bout trainingb
Trail Making 0.005 (0.101) 0.001 (0.101) 0.555 (1, 31) 0.881 0.001
Stroop -0.044 (0.194) 0.040 (0.188) 0.023 (1, 33) 0.462 0.018
Digit Span 5.828 (0.253) 5.562 (0.247) 0.147 (1, 35) 0.704 0.004
Presence 6.164 (0.276) 4.684 (0.262) 21.241 (1, 35) 0.000*** 0.378
After a 4-week trainingb
Trail Making -0.069 (0.133) 0.070 (0.141) 5.065 (1, 23) 0.033* 0.163
Stroop 0.104 (0.192) -0.005 (0.232) 4.876 (1, 22) 0.038* 0.197
Digit Span 5.982 (0.338) 6.114 (0.388) 0.804 (1, 26) 0.380 0.035
Presence 6.07 (0.343) 4.774 (0.366) 6.383 (1, 26) 0.018* 0.197
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a
Marginal mean difference reported was based on ANCOVA controlling for age and sex.
b
Marginal mean difference reported was based on repeated measures ANCOVA controlling for age, sex, and the other manipulation not
included in the current study.
c
The first df refers to the effect (group · time) and the second df refers to the error term.
*p < 0.05, ***p < 0.001.
ANCOVA, analyses of covariance; SE, standard error; VR, virtual reality.

showed a difference in the Stroop Test [F(1,23) = 5.166; address the issues of dropping-out cases and missing re-
p = 0.034; gp2 = 0.197] and the Trail Making Task [F(1, sponses by using intention-to-treat (ITT) analysis. ITT
22) = 4.876; p = 0.038; gp2 = 0.181] between IVE and non- analysis has been widely used to deal with noncompliance
immersive conditions, which suggests that exergaming in an and missing outcomes in research using randomized con-
IVE led to more cognitive improvement than nonimmersive trolled trials.36 Previous studies (e.g., Peng37) suggested
exergaming. Regarding the backward Digit Span (n = 30), the three different approaches to analyze missing values: (a)
findings suggested that there was no significant difference mean substitution, (b) pretest value carried forward, and (c)
between the IVE and nonimmersive conditions. Therefore, posttest value carried forward. Therefore, the current study
H1a and H1b were supported, but H1c was not (Table 1 and also provided results using these three approaches. The IIT
Figs. 1 and 2). results showed that the impact of exergaming in an IVE was
To provide a more conservative way to interpret the data, still significant even using stricter, conservative approaches
another series of repeated ANCOVAs were conducted to to analyze the data (Table 2).

FIG. 1. Estimated marginal means for scores on the Stroop Test.


EXERGAMING COGNITIVE FUNCTIONS 147
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FIG. 2. Estimated marginal means for scores on the Trail Making Test.

Finally, to test the second hypothesis, a series of mediation basic executive functions and the role of feeling of presence
tests were conducted using the PROCESS path-analysis mac- elicited by IVE during exergaming. Preliminary evidence
ro38 (model 4). The results based on the second posttest show gathered from 33 participants demonstrated significant im-
that being in the VR environment elicited a stronger feeling of provement in inhibition and task switching from immersive
spatial presence, which later positively associated with par- exergaming over nonimmersive exergaming after the 4-week
ticipants’ improvement in cognitive tasks. Specifically, the first training despite no immediate effect after a single training
mediation model showed that exergaming in an IVE posi- session. The findings showed that engaging in a more im-
tively influenced participants’ spatial presence experiences mersive environment while exergaming may contribute to a
(b = 2.463, p = 0.01), which then led to better Stroop results greater improvement of inhibitory control and task switching
(b = 0.315, p = 0.007). The indirect effect from immersion to in older adults, which is consistent with the previous research
spatial presence experiences and then to Stroop results was on the comparison between nonimmersive exergaming and
significant (95% confidence interval [CI]: 0.08–0.55). The traditional exercise.21,39
second mediation relationship in the posttest of the final session The findings revealed a mediating relationship suggesting
revealed that exergaming in an IVE positively influenced par- that the effects of immersive VR exergaming on selected ex-
ticipants’ spatial presence experiences (b = 3.30, p = 0.005), ecutive functions (i.e., inhibition and task switching) were fully
which then led to a better performance in Trail Making mediated by spatial presence after the 4-week training. Speci-
(b = -0.124, p = 0.04). The indirect effect from IVE to the Trail fically, when players felt located within an IVE and perceived
Making Test through spatial presence was significant (95% CI: the possibility of moving within the environment, they were
-0.24 to -0.01). Therefore, H2a and H2b were supported. No more likely to improve their inhibitory control and task
mediation effect was found based on the first posttest. switching after experiencing presence. The underlying mech-
anism for cognitive improvement may be that the process of
feeling presence activated the brain areas associated with ex-
Discussion
ecutive functions,8 especially for those associated with inhib-
Previous research suggests that exercise in virtual envi- itory control and task switching. However, no direct and
ronments (i.e., exergaming) would yield cognitive benefits, mediation effects were found immediately after the first train-
particularly executive functions, even if the virtual envi- ing session, suggesting that the effects of presence require a
ronments are not immersive.20 The current study further certain amount of time to have an impact on these individual
investigated the impact of exergaming in an IVE on three executive functions.

Table 2. Intention-to-Treat Analyses of Outcome Measures After the 4-Week Training


Mean substitution Pretest carried Posttest carried
2 2
Outcome measures F Partial eta F Partial eta F Partial eta2
Stroop (n = 33) 4.70* 0.176 5.07* 0.187 5.21* 0.192
Trail Making (n = 33) 4.41* 0.140 5.20* 0.163 4.30* 0.137
Note: The results were based on repeated measures ANCOVA controlling for age, sex, and the other manipulation not included in the
current study.
*p < 0.05.
148 HUANG

Regarding working memory, participants in the IVE con- decline or avoid cognitive deficits may benefit from the use
dition did not show significant improvement in Digit Span of exergaming in IVEs. This study shows the possibilities of
results. There are two possible explanations for this nonsig- applying the immersive VR technologies to exergaming,
nificant finding. First, as previous studies suggest, exergames which amplifies the advantages of exergames—having the
might require a longer intervention (e.g., 8 weeks) to affect benefits of physical activity and attractiveness of video
working memory,18,19 even when enhancing the level of im- games. Overall, the current research also demonstrates the
mersion. Additionally, Digit Span is a digital-related memory cognitive benefits of immersive VR exergaming for people
instead of object-related memory, and the training of the cur- 50 years of age and older.
rent study was not involved in the use of digital-related
working memory. Hence, future research could consider using Acknowledgments
different types of measures for working memory, such as ob-
ject or verbal working memory performance. Special thanks to Dr. Wei Peng and Courtney Tuchman for
One main strength of the current research is that this ex- their contributions.
ergaming training used commercial off-the-shelf exergames
as the stimuli, which means that the training materials are Author Disclosure Statement
easily accessible. This study also contributes to the literature No competing financial interests exist.
by showing that the combination of immersive VR and ex-
ergames, which enhanced the feeling of presence during
Funding Information
exergaming, has the potential to further improve selected
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executive functions in midlife and older adults after a 4-week This study was partially supported by the Pearl J. Aldrich
exergame training. The findings, suggesting that immersive Endowment in Aging Related Research and Education at
exergaming may promote neuroplasticity and enhance Michigan State University.
domain-specific cognitive reserves (i.e., inhibition and task
switching), also support the argument that the effects of References
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