Abstract
Purpose
This study investigated the experiences of participation in a standing balance exergame program amongst people with major neurocognitive disorder (MNCD) within residential care settings.
Materials and methods
A qualitative descriptive study was conducted in participants with MNCD recruited from two residential settings. Participants exergamed for 15 min, three times per week for 8 weeks. Semi-structured interviews were conducted in all participants of the trial after 4 and 8 weeks. Audio files were transcribed and subsequently a thematic content analysis was performed using NVivo 12. Activity logs including adherence and attrition rates were kept.
Results
Thirty-one participants with MNCD participated (median age = 85 (67–93) years; 77.4% women; Mini-Mental State Examination score = 19 (10–25)). Four broad themes emerged: (1) cognitive effects; (2) physical effects; (3) psychosocial effects and (4) motivators. The tailored exergame program was perceived as enjoyable. It stimulated participants’ attention, concentration, reaction time, and memory. Participants reported improvements in balance, flexibility, and gait. Exergaming made participants energetic and calm. The attrition rate was 0% and the mean attendance rate was 79.3%.
Conclusions
The results indicate that standing balance exergaming is feasible, beneficial, and engaging in people with MNCD.
Exergames present a personalised intervention for engaging people with major neurocognitive disorder in physical activity.
An exergame intervention is feasible and highly appreciated in this population.
Exergames should be adapted to the individuals’ needs and possibilities in order to enhance motivation and learning.
Implications for rehabilitation
Acknowledgements
The authors wish to thank Jan Vanwezer and the residents and staff at long-term care facility de Wingerd for their participation and tremendous hospitality in the data collection process. In addition, the paper revision and additional feedback from Prof. Dr. Stephan Swinnen (KU Leuven Department of Movement Sciences) is greatly appreciated.
Disclosure statement
EdB was a co-founder of dividat, the spin-off company that developed the video games used in this study and is associated to the company as an external advisor. No revenue was paid (or promised to be paid) directly to EdB or his institution over the 36 months prior to submission of the work. The remaining authors report no conflict of interest.