‘Cybercycling’: Using videogames to help the elderly

The long-lived line “Stop playing videogames and get some exercise” might just be coming to an end thanks to Assistant Professor of Psychology Cay Anderson-Hanley. Collaborating with Paul Aciero, a professor of exercise science at Skidmore College, Anderson-Hanley has conducted a study using “exercise video games” for the elderly. Hanley employed a team of researchers, including both Union and Skidmore students, who monitored the physiological, neuropsychological and behavioral impact on seniors from eight local living centers.

The study involved 63 senior citizens, ranging from 58 to 99 years old. Participants on the cybercycles experienced 3D tours through places like Paris, California, and outer space. In addition, the participants also raced against a “ghost rider,” representing their performance on their previous trial.

The study, which had two groups of elderly adults, one using virtual-reality enhanced interactive exercise called “cybercycling,” and the other using traditional exercise bikes, had elderly participants exercise three times a week for three months. The study intends to capitalize on the competitive nature of videogames and observe its impact on exercise.

Research done has shown that exercise can prevent or delay the onset of dementia and improve cognitive function. However, just 14 percent of adults aged 65-74 and only 7 percent aged over 75 claim to exercise with any regularity. Cybercycle riders experienced a 23 percent reduction in progression to mild cognitive impairment when compared to those who only traditionally exercised. However, further research is needed.

“Further research will be needed to tease apart the contributions of a variety of factors in the cybercycling condition. Consistency across conditions for goal setting and competition suggests virtual reality imagery and interactive decision-making might be potent factors of the cybercycle,” said Cay Anderson-Hanley. Participant feedback was also recorded. “It made [exercising] a lot more fun,” said Gladys Moore, age 89, of the cybercycling group.

The study, while continuing, will be featured in the February issue of American Journal of Preventive Medicine.

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Joshua Ostrer

Sci/Tech Editor
Josh is a Junior and a philosophy major from Princeton, New Jersey

3 responses to “‘Cybercycling’: Using videogames to help the elderly”

  1. Scott

    What a wonderful idea! I would love, love to get my grandparents to feel and be more active and considering they are home all the time, utilizing something in house sounds like a great idea. The only issue Iwould have is getting them actually used to the technology in the first place and I have had a difficult time with that – even a little prepaid, senior SVC/Tracfone cell phone I bought for them last year is still sitting in their den.

  2. Ben Hurt

    This is not news, at least not to anyone who has had the opportunity to use anything similar in a gym. When in Seattle, one gym had a bike that offered a very simple setting, that of a track with a “rabbit.” You raced the rabbit, after setting the rabbit’s pace. I loved that bike, but they wore out and the gym wouldn’t replace them. I looked for years for such a bike without any luck. The mind has to be occupied as the body or we all get bored. My trick now is to give myself one point (“dollar”) for each pound I lift, and 100 points for each minute of aerobics, with the goal being to earn $1,000,000 or more in a year. Oh, I turn 70 this year, and no one suspects!

  3. Leda Carrero

    Where can I purchase a cybercycle?. I have searched the web and have been unable to find one.

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