Exercise Games May Boost Brain Health for Young and Old

The frenzy that ensues whenever a new console game is launched – I can no longer keep track of which PlayStation or Xbox is the latest rage – is probably expected by now. But what did catch my attention a few years ago was the craze over the Wii Fit.

For those who aren’t familiar, the Wii Fit is an add-on to the Nintendo Wii console. It’s essentially a step-up platform that lets people play a variety of physically active games including yoga and step aerobics. I was pleasantly surprised that games which encouraged physical activity – not fighting or killing, with gluteus maximus firmly planted on the couch – had become a hit. Some of you may also recall “Dance Dance Revolution,” a video game where players earned points by hitting the right steps at the right time using their feet on a marked platform. We had lots of sweat-drenched teens in arcades during the height of its popularity.

Fast forward a few years, and we’re seeing some interesting research suggesting exercise-oriented video games – or “exergames” – might increase brain activity and cognitive function. The thought is that the ability to visualize exercise in an interactive way has two benefits:

1. It motivates a person to engage in more physical activity (especially if there’s a competitive component at play), which has myriad health advantages including brain health.

2. It makes the brain work harder – you need to be more focused, you need to make decisions, and your ears and eyes are feeding various stimuli to your brain for fast processing.

Let’s take a closer look.

Exergaming for Seniors

The potential benefits are particularly great news for older adults, who are at the most risk of accelerated mental decline.

Most recently, a clinical trial earlier this year of about 100 adults between 58 and 99 years old found that those who engaged in “cybercycling” – where the participant rode a standard stationary bike that had a monitor showing the cyclist in a 3D, virtual reality environment – got a greater cognitive benefit for the same effort as those who rode a stationary bike without the added monitor. The results of this study were published in the February issue of the American Journal of Preventive Medicine.

Currently, Alzheimer’s disease affects an estimated 5.4 million people and there is no apparent cure. If exercising in a virtual environment has unique cognitive benefits for those with dementia, I think it would be well worth the additional research.

Exergaming for Children

Researchers also have looked at how exergames may help youth, especially those with autism and attention deficit disorder. Experts in the field have suggested that when children with autism can see themselves on the screen, they are better able to understand that they are causing the movements they see and are directly interacting with the environment.

There also is some evidence proposing exergames may help children focus and perform better in a learning environment. A study published in 2011 explored how children with autism spectrum disorder (ASD) performed cognitively after playing “Dance Dance Revolution” and “cybercycling.” Researchers concluded that exergaming could be useful for managing repetitive behaviors and increasing executive function (memory, reasoning and problem solving) in children with ASD. Previous studies on the effects of virtual reality games and ASD have also suggested this.

While the research is very hopeful, I’m definitely not advising everyone to go out and get a Wii Fit or the latest adaptation of “Dance Dance Revolution.” The takeaway here is that one of the key components of brain health – whether or not dementia or a behavioral or developmental disorder is involved – is regular physical activity and exercise. We know that exercise increases blood flow and oxygen to the brain, and also encourages the growth of nerve cells. Healthy adults should engage in 30 minutes of moderate to strenuous exercise every week, at least. Whether it’s a jog around a real park or a virtual one is up to you.

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