Effects of Metaverse-Based Indoor Cycling Gamification on Physical and Cognitive Functions in Elderly Individuals with Mild Cognitive Impairment Using Bayesian Network Modeling

This study investigated the impact of gamification on motor and cognitive functions in elderly individuals with mild cognitive impairment (MCI) using a Bayesian network modeling approach. A total of 88 participants were randomly assigned to either the gamification group or the control group, with each group participating in a structured exercise program over four weeks. The Bayesian network model was employed to visualize and analyze the interactions between motor functions, measured through the Timed Up and Go (TUG) test and the 10-Meter Walk Test (10 MWT), and cognitive function, assessed by the Mini-Mental State Examination (MMSE). Results indicate that gamification significantly improved motor functions, with a reduction in TUG times and an increase in 10 MWT speed. These improvements were strongly correlated with enhancements in cognitive function, particularly in memory and attention. Bayesian network analysis revealed that the probability of MMSE score improvement was above 75% for participants with shortened TUG times due to gamification. Furthermore, a 10 MWT speed increase predicted a 70% probability of attention improvement. The study group showed greater improvements in both motor and cognitive functions compared to the control group, highlighting the efficacy of gamification in promoting exercise participation and cognitive stimulation. The findings underscore the potential of gamification as a valuable tool in geriatric health management, offering insights into developing tailored interventions for the elderly.

Publication Details

Journal
Nanotechnology Perceptions
Published
2024-10-24
DOI
https://doi.org/10.62441/nano-ntp.v20i6.28
Citations
1
Primary Topic
Education and Learning Interventions
Type
article
Field-Weighted Citation Impact
0.78
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article

Effects of Metaverse-Based Indoor Cycling Gamification on Physical and Cognitive Functions in Elderly Individuals with Mild Cognitive Impairment Using Bayesian Network Modeling

1 citations
Nanotechnology Perceptions
Education and Learning Interventions
0.78
article

Effects of Metaverse-Based Indoor Cycling Gamification on Physical and Cognitive Functions in Elderly Individuals with Mild Cognitive Impairment Using Bayesian Network Modeling

article en
1 citations

Abstract

This study investigated the impact of gamification on motor and cognitive functions in elderly individuals with mild cognitive impairment (MCI) using a Bayesian network modeling approach. A total of 88 participants were randomly assigned to either the gamification group or the control group, with each group participating in a structured exercise program over four weeks. The Bayesian network model was employed to visualize and analyze the interactions between motor functions, measured through the Timed Up and Go (TUG) test and the 10-Meter Walk Test (10 MWT), and cognitive function, assessed by the Mini-Mental State Examination (MMSE). Results indicate that gamification significantly improved motor functions, with a reduction in TUG times and an increase in 10 MWT speed. These improvements were strongly correlated with enhancements in cognitive function, particularly in memory and attention. Bayesian network analysis revealed that the probability of MMSE score improvement was above 75% for participants with shortened TUG times due to gamification. Furthermore, a 10 MWT speed increase predicted a 70% probability of attention improvement. The study group showed greater improvements in both motor and cognitive functions compared to the control group, highlighting the efficacy of gamification in promoting exercise participation and cognitive stimulation. The findings underscore the potential of gamification as a valuable tool in geriatric health management, offering insights into developing tailored interventions for the elderly.

Nanotechnology PerceptionsVol. 20(6)
Openalex Percentile: Top 20%
Education and Learning Interventions
0.78
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