While scientific evidence emphasizes the detrimental effect of sedentary behavior on
health, the literature suggests that, on average, older adults spend 75% of their days in
a sedentary manner, and often isolated (Petrusevski 2020). This lack of physical activity
and social interaction not only leads to an increase in functional limitations and the
risk of worsening an existing chronic disease but also elevates the risk of mortality.
Furthermore, older adults face progressive functional decline, both in motor and
cognitive aspects, as a result of aging, contributing to inactivity and sedentary
behavior (Botö 2021).
The literature suggests that new technologies such as immersive virtual reality (iVR) and
serious games serve as effective means to promote active leisure, thereby breaking
isolation and reducing sedentary behavior. The development of these new technologies is
also promising for objectively and quantitatively measuring motor and cognitive activity
(e.g., kinematics, reaction time).
Serious games are defined as games whose primary objective is more focused on learning
than entertainment. For instance, they allow the integration of physical and cognitive
activity programs into a playful activity, conducive to long-term adherence. Their
effectiveness is starting to be studied in hospitalized older adults (Cuevas-Lara 2021),
especially as they also help combat age-related functional decline. Indeed, they provide
the opportunity to promote and measure activity through enjoyable and self-administered
exercises.
However, despite the growing interest in serious games, the impact of self-adaptive
serious games, compared to traditional (non-adaptive) serious games, on motor skill
learning and attention function in older adults remains unclear. This gap in knowledge
necessitates a rigorous investigation. Therefore, this randomized controlled trial seeks
to address this gap and achieve the following objectives:
Compare the effect of a self-adaptive serious game to a non-adaptive serious game on
motor skill learning and attention in older adults.
Enhance the understanding of how motor skill learning in immersive virtual reality
translates to older adults' activities of daily living.