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Search Results (235)

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Keywords = exergaming

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24 pages, 1812 KiB  
Article
Effectiveness of High-Intensity Therapy in Rehabilitation of Parkinson’s Disease Patients
by Szilvia Kóra, György Wersényi, Péter Prukner, István Drotár, Nándor Prontvai, Petra Kós and József Tollár
Appl. Sci. 2025, 15(11), 5890; https://doi.org/10.3390/app15115890 - 23 May 2025
Viewed by 167
Abstract
Parkinson’s disease (PD) is a progressive movement disorder with no cure. In this randomized controlled study, 100 patients with PD were assigned to four intervention groups (Exergame, Cycling, Agility, and Robot) for 14 weeks. This study evaluates the effectiveness of high-intensity therapy in [...] Read more.
Parkinson’s disease (PD) is a progressive movement disorder with no cure. In this randomized controlled study, 100 patients with PD were assigned to four intervention groups (Exergame, Cycling, Agility, and Robot) for 14 weeks. This study evaluates the effectiveness of high-intensity therapy in a randomized clinical trial. Exergaming, cycling, agility, and robot therapies improved motor function, postural stability, and cardiovascular health. Heart rate monitoring and Borg Scale ratings confirmed the safety and adaptability of high-intensity training, with patients sustaining moderate-to-high exertion without adverse effects. Significant improvements were observed in gait speed (+0.30–0.50 m/s), Functional Independence Measure (FIM) (+25–30 points), and Berg Balance Scale scores. Integrating high-intensity, functional movement-based therapies into PD rehabilitation may offer superior motor, gait, and cardiovascular benefits compared to conventional methods. Full article
(This article belongs to the Special Issue Advances in Virtual Reality Applications)
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22 pages, 2695 KiB  
Article
Comparing Classification Algorithms to Recognize Selected Gestures Based on Microsoft Azure Kinect Joint Data
by Marc Funken and Thomas Hanne
Information 2025, 16(5), 421; https://doi.org/10.3390/info16050421 - 21 May 2025
Viewed by 105
Abstract
This study aims to explore the potential of exergaming (which can be used along with prescriptive medication for children with spinal muscular atrophy) and examine its effects on monitoring and diagnosis. The present study focuses on comparing models trained on joint data for [...] Read more.
This study aims to explore the potential of exergaming (which can be used along with prescriptive medication for children with spinal muscular atrophy) and examine its effects on monitoring and diagnosis. The present study focuses on comparing models trained on joint data for gesture detection, which has not been extensively explored in previous studies. The study investigates three approaches to detect gestures based on 3D Microsoft Azure Kinect joint data. We discuss simple decision rules based on angles and distances to label gestures. In addition, we explore supervised learning methods to increase the accuracy of gesture recognition in gamification. The compared models performed well on the recorded sample data, with the recurrent neural networks outperforming feedforward neural networks and decision trees on the captured motions. The findings suggest that gesture recognition based on joint data can be a valuable tool for monitoring and diagnosing children with spinal muscular atrophy. This study contributes to the growing body of research on the potential of virtual solutions in rehabilitation. The results also highlight the importance of using joint data for gesture recognition and provide insights into the most effective models for this task. The findings of this study can inform the development of more accurate and effective monitoring and diagnostic tools for children with spinal muscular atrophy. Full article
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29 pages, 8902 KiB  
Article
Conventional Training Integrated with SteamVR Tracking 2.0: Body Stability and Coordination Training Evaluation on ICAROS Pro
by Katharina Meiszl, Fabian Ratert, Tessa Schulten, Daniel Wiswede, Lara Kuhlmann de Canaviri, Tobias Potthast, Marc Silberbach, Laurin Hake, Yannik Warnecke, Witold Schiprowski, Mathias Merschhemke, Christoph M. Friedrich and Raphael Brüngel
Sensors 2025, 25(9), 2840; https://doi.org/10.3390/s25092840 - 30 Apr 2025
Viewed by 306
Abstract
Technological advances continually reduce the effort to digitally transform health-related activities such as rehabilitation and training. Exemplary systems use tracking and vital sign monitoring to assess physical condition and training progress. This paper presents a system for body stability training and coordination evaluation, [...] Read more.
Technological advances continually reduce the effort to digitally transform health-related activities such as rehabilitation and training. Exemplary systems use tracking and vital sign monitoring to assess physical condition and training progress. This paper presents a system for body stability training and coordination evaluation, using cost-efficient tracking and monitoring solutions. It implements the use case of app-guided back posture tracking on the ICAROS Pro training device via SteamVR Tracking 2.0, with pulse and respiration rate monitoring via Zephyr BioHarness 3.0. A longitudinal study on training effects with 20 subjects was conducted, involving a representative procedure created with a sports manager. Posture errors served as the main progress indicator, and pulse and respiration rates as co-indicators. Outcomes suggest the system’s capabilities to foster comprehension of effects and steering of exercises. Further, a secondary study presents a self-developed VR-based exergame demo for future system expansion. The Empatica EmbracePlus smartwatch was used as an alternative for vital sign acquisition. The user experiences of five subjects gathered via a survey highlight its motivating and entertaining character. For both the main and secondary studies, a thorough discussion elaborates on potentials and current limitations. The developed training system can serve as template and be adjusted for further use cases, and the exergame’s reception revealed prospective extension directions. Software components are available via GitHub. Full article
(This article belongs to the Special Issue Sensor Technologies in Sports and Exercise)
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18 pages, 1337 KiB  
Article
Effectiveness of Exergames on Functional Physical Performance in Older Adults with Knee/Hip Osteoarthritis: A Randomized Controlled Trial
by Claudio Carvajal-Parodi, Cristhian Mendoza, Cristian Alvarez, Adolfo Soto-Martínez, David Ulloa-Díaz, Carlos Jorquera-Aguilera and Francisco Guede-Rojas
J. Clin. Med. 2025, 14(9), 2968; https://doi.org/10.3390/jcm14092968 - 25 Apr 2025
Viewed by 433
Abstract
Background/Objectives: Osteoarthritis (OA) is a leading cause of mobility impairment in older adults, yet few studies have explored exergames (EXGs) as a complementary therapy for knee and/or hip OA (KOA/HOA). This study evaluated the effects of integrating EXGs into conventional therapy (CT) [...] Read more.
Background/Objectives: Osteoarthritis (OA) is a leading cause of mobility impairment in older adults, yet few studies have explored exergames (EXGs) as a complementary therapy for knee and/or hip OA (KOA/HOA). This study evaluated the effects of integrating EXGs into conventional therapy (CT) on functional mobility. Methods: Sixty participants were randomized into an EXG/CT group or a CT-only group. The interventions lasted 10 weeks (3 sessions/week), and the EXGs were selected from the interactive game Ring Fit Adventure (Nintendo Switch®, Kyoto, Japan). Results: Functional mobility (Timed Up and Go test) significantly improved in the EXG/CT group but not in the CT group. Additionally, lower-limb strength and aerobic endurance increased in the EXG/CT group. No adverse events were reported, and the adherence was high. Conclusions: These findings support EXG-based interventions as a viable complement to CT. Future studies should design OA-specific EXGs and include patient subgroups to expand the impact of interventions using virtual systems. Full article
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15 pages, 5003 KiB  
Article
Gamifying Resistance Training with Wearable Sensors
by Cheuk-Yan Au, Chee Ming Noel Sng, Jeshuan Heng, Thanh Tam Nguyen, Joo Chuan Yeo and Ali Asgar Saleem Bhagat
Sensors 2025, 25(9), 2662; https://doi.org/10.3390/s25092662 - 23 Apr 2025
Viewed by 546
Abstract
Gamification has been extensively applied to aerobic and cardiovascular training, but its adoption in resistance training remains limited. Unlike traditional strength training, which often relies on intrinsic motivation and discipline, gamification introduces extrinsic incentives and real-time feedback that improves engagement and adherence, affecting [...] Read more.
Gamification has been extensively applied to aerobic and cardiovascular training, but its adoption in resistance training remains limited. Unlike traditional strength training, which often relies on intrinsic motivation and discipline, gamification introduces extrinsic incentives and real-time feedback that improves engagement and adherence, affecting overall training outcomes. In this work, we develop a gamified resistance training program using wearable sensors to explore the potential benefits of interactive and data-driven exercise experiences. By leveraging real-time feedback and performance tracking, our system provides participants feedback to properly control key training variables such as form and tempo, essential factors for muscle hypertrophy and strength development. To evaluate the effectiveness of our approach, we conducted a short-term comparative study in which participants were assigned to either a gamified training group or a conventional resistance training control group. Over a four-week period, we assessed volitional adherence to prescribed tempo and repetition schemes, along with strength adaptations in the biceps and triceps. Our findings indicate that gamified resistance training significantly enhances adherence to tempo and repetition targets while fostering better adaptation to the workout regime. Participants in the gamified group exhibited measurable improvements in upper body strength compared to the control group. These results suggest that gamification when integrated with wearable sensor technology, can be a powerful tool for optimising resistance training effectiveness and motivation. Full article
(This article belongs to the Special Issue Wearable Sensors for Physical Activity Monitoring and Motion Control)
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18 pages, 348 KiB  
Article
The Influence of Short-Term Dance-Oriented Exergaming on Cognitive Skills and Psychological Well-Being of Adolescents
by Renata Rutkauskaite, Rita Gruodyte-Raciene, Gabriele Pliuskute, Ingrida Ladygiene and Giedrius Bubinas
Educ. Sci. 2025, 15(4), 508; https://doi.org/10.3390/educsci15040508 - 18 Apr 2025
Viewed by 346
Abstract
The physical inactivity of adolescents and their sedentary lifestyle with profuse usage of screens has been a growing issue for the last few years. In contrast, there is some evidence that videogame-based exercising improves cognitive abilities and psychological well-being during growth and maturation. [...] Read more.
The physical inactivity of adolescents and their sedentary lifestyle with profuse usage of screens has been a growing issue for the last few years. In contrast, there is some evidence that videogame-based exercising improves cognitive abilities and psychological well-being during growth and maturation. Therefore, there is a need for the wider exploration of innovation tools in physical education (PE) and extracurricular activities for schoolchildren. The aim of this study was to determine the change in psychological well-being and cognitive skills of adolescents when exercising is supplemented with videogame-based activity. The short-term physical activity (PA) program, initiated by in-service PE teachers (n = 3), involved 13–15-year-old adolescents (n = 63, of them 20 were boys) from one of biggest cities in Lithuania. The research subjects were participants of extracurricular exercise groups on a regular basis, attending their respective three-times-a-week sessions for 1 month. The first intervention group engaged in a 60 min functional training program (FT group, n = 31). The second group had 30 min of FT followed by 30 min of video-based dance class (FT + Just Dance group, n = 32). The Trail-Making test (part A and B), the Visual Digit Span test, and the Stroop test were performed to investigate students’ cognitive abilities. In addition, the WHO-5 questionnaire was used to analyse the respondents’ psychological well-being. When comparing pre- and post-intervention results, no changes were observed in the psychological state, visual–executive skills, and short-term visual memory in both groups. Reaction time improved significantly in both groups (p < 0.05). The working memory significantly improved in the FT + Just Dance group (p < 0.05). The implementation of videogame-based training, Just Dance, improved adolescents’ working memory, but had no effect on subjectively perceived psychological well-being. Full article
14 pages, 1291 KiB  
Article
The Effects of Virtual Reality-Based Task-Oriented Movement on Upper Extremity Function in Healthy Individuals: A Crossover Study
by Tuba Maden, Halil İbrahim Ergen, Zarife Pancar, Antonio Buglione, Johnny Padulo, Gian Mario Migliaccio and Luca Russo
Medicina 2025, 61(4), 668; https://doi.org/10.3390/medicina61040668 - 4 Apr 2025
Viewed by 536
Abstract
Background and Objectives: Although virtual reality (VR) has been shown to be effective in rehabilitation through motor learning principles, its impact on upper extremity function, particularly in the context of console use, remains unclear. Materials and Methods: This study aimed to [...] Read more.
Background and Objectives: Although virtual reality (VR) has been shown to be effective in rehabilitation through motor learning principles, its impact on upper extremity function, particularly in the context of console use, remains unclear. Materials and Methods: This study aimed to investigate the effects of VR-based task-oriented movement on the upper extremity of healthy individuals. A total of 26 healthy individuals performed task-oriented movements in both real and virtual environments in a randomized order. All participants completed a single session of task-oriented movements using a VR Goggle system in a virtual setting. Physiotherapists designed immersive VR-based experiences and 3D screen-based exergames for this study. Upper extremity function was assessed using several measures: joint position sense (JPS) of the wrist and shoulder was evaluated using a universal goniometer, reaction time was measured via a mobile application, and gross manual dexterity was assessed using the box-and-block test (BBT). Evaluations were conducted before and after the interventions. Results: The results showed that JPS remained similar between conditions, while BBT performance improved in both groups. However, the reaction time increased significantly only after VR intervention (p < 0.05). No significant period or carryover effects were observed across the parameters. These findings suggest that VR-based task-oriented training positively influences reaction time and supports hand function. Moreover, VR systems that simulate joint position sense similar to real-world conditions may be beneficial for individuals with musculoskeletal motor deficits. Conclusions: These results highlight the potential for integrating VR technology into rehabilitation programs for patients with neurological or orthopedic impairments, providing a novel tool for enhancing upper extremity function and injury prevention strategies. Full article
(This article belongs to the Special Issue Advancement in Upper Limb Rehabilitation and Injury Prevention)
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13 pages, 557 KiB  
Article
Game on: Staff Insights into Gamified Exercise for Long-Term Care Residents Living with Dementia—A Pilot Study
by Lillian Hung, Jamie Lam, Karen Lok Yi Wong, Joey Oi Yee Wong, Lily Haopu Ren, Nibedita Chakraborty and Yong Zhao
J. Dement. Alzheimer's Dis. 2025, 2(2), 7; https://doi.org/10.3390/jdad2020007 - 1 Apr 2025
Viewed by 405
Abstract
Background/Objectives: The aging population presents significant challenges to healthcare systems, with conditions like dementia severely affecting the quality of life for older adults, especially those in long-term care. Gamification has the potential to motivate older adults to engage in exercise by transforming [...] Read more.
Background/Objectives: The aging population presents significant challenges to healthcare systems, with conditions like dementia severely affecting the quality of life for older adults, especially those in long-term care. Gamification has the potential to motivate older adults to engage in exercise by transforming physical activities into enjoyable experiences. Incorporating gaming elements in cycling exercises can foster a sense of interest and achievement, potentially improving health outcomes. This pilot study aims to explore interdisciplinary staff perspectives on using a digital game to motivate cycling exercise among residents living with dementia in long-term care (LTC). Methods: This study applied a qualitative description design. Using an interpretive description approach, we conducted focus groups with 29 staff members, including recreational therapists, rehabilitation therapists, nurses, care aides, and leadership in an LTC home. The consolidated framework for implementation research (CFIR) guided the data analysis to identify barriers and facilitators to adopting the digital game. Results: Engaging LTC residents living with dementia presents various challenges. Identified potential barriers to implementing the cycling game include cognitive and physical limitations, resistance to change, and intervention complexity. Frontline staff strategies include flexible invitations, social groups, making it fun, and building rapport. Success relies heavily on its cultural and individual relevance, along with strong support from leadership, peers, and family. Conclusions: This pilot study explored staff perspectives on the potential integration of a gamified cycling intervention for older adults with dementia in long-term care settings. Staff emphasized that successful implementation would depend on addressing key barriers and identifying enabling strategies. Based on these findings, practice implications were provided to support effective integration. Further research, including resident input and long-term evaluations, is needed to assess the feasibility, acceptance, and effectiveness of gamification in promoting health outcomes for this population. This study adhered to the COREQ Checklist. Full article
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17 pages, 1447 KiB  
Article
Analysis of Postures, Perceived Physical Safety, and Technology Acceptance of Immersive Exergames Among Older Adults
by Yuyan Qiu and Yan Luximon
Appl. Sci. 2025, 15(7), 3711; https://doi.org/10.3390/app15073711 - 28 Mar 2025
Viewed by 379
Abstract
Recent studies have increasingly focused on using virtual reality (VR) exercise video games (exergames) to boost motivation for physical activity among the elderly. However, there is little discussion about the factors influencing the performance and effort expectancy of immersive exergames in older adults. [...] Read more.
Recent studies have increasingly focused on using virtual reality (VR) exercise video games (exergames) to boost motivation for physical activity among the elderly. However, there is little discussion about the factors influencing the performance and effort expectancy of immersive exergames in older adults. The study was based on the Unified Theory of Acceptance and Use of Technology (UTAUT) model. UTAUT model was tested and extended by investigating two predicted factors—Physical Safety (PPS) and Physical Postures (PP)—of immersive exergames among older adults. PP, PPS, Performance Expectancy (PE), and Effort Expectancy (EE) relationships were analyzed. In this study, 40 healthy older adults were divided into 2 groups to play an immersive exergame for at least 5 min, either sitting or standing. Then, a list of measurement items based on the extended UTAUT model was completed by one-on-one interviews. The t-test results showed that PP was significantly correlated with PPS (t = −6.598, p < 0.001) and PE (t = 6.465, p < 0.001). The path analysis showed that PPS as a negative correlation was verified as a factor of PE (β = −0.438, p < 0.01). Both PP and PPS had no significant effect on EE. Overall, valuable insights and theoretical guidelines for older adults accepting immersive exergames are supported in this study. Full article
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15 pages, 1260 KiB  
Article
Xbox Kinect Sports Effects on Cognition Status and Physical Performance in Physically Inactive Older Females: A Randomized Controlled Trial
by Edgar Vásquez-Carrasco, Celia Sánchez Gómez, Pablo Valdés-Badilla, Jordan Hernandez-Martinez, Francisca Villagrán-Silva, Cristian Sandoval and Pedro Moruno Miralles
J. Clin. Med. 2025, 14(7), 2165; https://doi.org/10.3390/jcm14072165 - 22 Mar 2025
Viewed by 500
Abstract
Background/Objectives: This study aimed to compare the effects of Xbox Kinect Sports (XKS) relative to an inactive control group (CG) on cognitive status and physical performance in physically inactive older females. Methods: A randomized controlled trial study was conducted with the following groups: [...] Read more.
Background/Objectives: This study aimed to compare the effects of Xbox Kinect Sports (XKS) relative to an inactive control group (CG) on cognitive status and physical performance in physically inactive older females. Methods: A randomized controlled trial study was conducted with the following groups: XKS (n = 15) and CG (n = 15), considering three weekly sessions of 60 min for 24 weeks. A two-way mixed analysis of variance with repeated measures was performed. Results: A two-way mixed ANOVA revealed significant time × group interactions for the Mini-Mental State Examination (MMSE) (F(2,18) = 14.8, p = 0.000, ηp2 = 0.292, large effect), Timed Up-and-Go (TUG) (F(2,18) = 19.5, p = 0.000, ηp2 = 0.351, large effect), and Falls Efficacy Scale-International (FES-I) (F(2,18) = 6.55, p = 0.015, ηp2 = 0.154, large effect). No significant interactions were observed for the Berg Balance Scale (BBS) (F(2,18) = 0.998, p = 0.324, ηp2 = 0.027, small effect), Maximal Isometric Handgrip Strength (MIHS) (dominant: F(2,18) = 0.163, p = 0.688, ηp2 = 0.005; non-dominant: F(2,18) = 0.012, p = 0.912, ηp2 = 0.000, small effects), or Maximal Isometric Pinch Strength (MIPS) (dominant: F(2,18) = 0.099, p = 0.756, ηp2 = 0.003; non-dominant: F(2,18) = 0.233, p = 0.632, ηp2 = 0.006, small effects). Conclusions: XKS significantly improves cognitive status measured by the MMSE and physical performance through reduced time in TUG and fear of falling through the FES-I in physically inactive older females. Full article
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18 pages, 1822 KiB  
Systematic Review
Impact of Virtual Reality Alone and in Combination with Conventional Therapy on Balance in Parkinson’s Disease: A Systematic Review with a Meta-Analysis of Randomized Controlled Trials
by Giorgio De Natale, Erda Qorri, Jasemin Todri and Orges Lena
Medicina 2025, 61(3), 524; https://doi.org/10.3390/medicina61030524 - 17 Mar 2025
Cited by 1 | Viewed by 1859
Abstract
Background and Objectives: Virtual reality (VR)-based interventions provide immersive and interactive environments that can enhance motor learning and deliver real-time feedback, offering potential advantages over conventional therapies. This systematic review evaluated the impact of non-immersive and immersive VR exergaming interventions versus conventional [...] Read more.
Background and Objectives: Virtual reality (VR)-based interventions provide immersive and interactive environments that can enhance motor learning and deliver real-time feedback, offering potential advantages over conventional therapies. This systematic review evaluated the impact of non-immersive and immersive VR exergaming interventions versus conventional therapy on balance in Parkinson’s disease (PD) through a detailed analysis of randomized controlled trials (RCTs). Materials and Methods: A comprehensive search was conducted across the PubMed, Lilacs, IBECS, CENTRAL, Web of Science (WOS), EBSCOHost, and SciELO databases. Article selection and duplicate removal were managed using Rayyan QCRI. The quality of the evidence was assessed using the GRADE system. Results: From an initial screening of 100 studies, 58 underwent title and abstract screening. After full-text evaluation, 11 RCTs met the inclusion criteria, involving 518 participants with PD (average age: 67.3 years; 67.95% men). The balance outcomes were primarily measured using the Berg balance scale (BBS), employed in most studies (n = 9). The pooled analysis demonstrated a significant improvement in the balance scores for the experimental groups compared to the controls, with a standardized mean difference (SMD) of 0.58 [95% CI: 0.07, 1.09, p = 0.03]. However, the heterogeneity was substantial (I2 = 77%). The analysis of the six-minute walking test (6 MWT), as another outcome of four articles, revealed a mean difference of 32.99 m [95% CI: −8.02, 74.00], but the effect was not statistically significant (p = 0.11). The heterogeneity for this outcome was moderate (I2 = 41%), indicating some variability across studies. Alternative tools, such as the Tinetti Performance-Oriented Mobility Assessment (POMA) scale, the UPDRS III, and the sensory organization test (SOT), were also evaluated where possible. Conclusions: VR-based interventions offer promise for improving balance in Parkinson’s disease, enhancing rehabilitation engagement. Their integration into clinical practice could complement conventional therapy. However, further research is needed to optimize protocols, standardize parameters, and maximize their impact on mobility, independence, and quality of life. Full article
(This article belongs to the Section Neurology)
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13 pages, 2268 KiB  
Article
Influence of Immersive Virtual Coordination Training on Launch Accuracy: Randomized Controlled Trial
by Adriana López Rodríguez and José María Cancela-Carral
Appl. Sci. 2025, 15(6), 3269; https://doi.org/10.3390/app15063269 - 17 Mar 2025
Cited by 1 | Viewed by 371
Abstract
(1) Background: Throwing accuracy is one of the main factors that affect performance in sports that require this motor skill. There are multiple training methods that are based on the basic principles of motor learning, but the emergence of immersive virtual reality has [...] Read more.
(1) Background: Throwing accuracy is one of the main factors that affect performance in sports that require this motor skill. There are multiple training methods that are based on the basic principles of motor learning, but the emergence of immersive virtual reality has brought about a profound change in training methodology. The objective of the present study was to analyze the effect of a coordination training program that takes place in immersive virtual reality environments on manual throwing accuracy in a school population. (2) Methods: A total of 58 schoolchildren (16.21 ± 0.41 years) volunteered and completed the study. The explosive strength of the upper body, level of physical activity, speed and accuracy were evaluated. (3) Results: the findings show the existence of significant differences between both groups (experimental–control), showing that the developed program has positive effects on strength parameters (3.86 ± 0.68 vs. 4.06 ± 0.67 m); (3.91 ± 1.07 vs. 3.71 ± 1.22 m), speed (2.26 ± 0.28 vs. 2.44 ± 0.27 s); (2.26 ± 0.22 vs. 2.03 ± 0.19 s) and accuracy (820.00 ± 794.12 vs. 1630.00 ± 854.66 pts); (996.43 ± 936.69 vs. 986.29 ± 737.03 pts) compared to the control group. (4) Conclusions: the coordinative physical exercise program developed in immersive virtual reality environments has had a positive impact on the accuracy of manual throwing in schoolchildren. Full article
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29 pages, 977 KiB  
Review
The Role of Physical Activity in ADHD Management: Diagnostic, Digital and Non-Digital Interventions, and Lifespan Considerations
by Alexandra Martín-Rodríguez, Silvia Herrero-Roldán and Vicente Javier Clemente-Suárez
Children 2025, 12(3), 338; https://doi.org/10.3390/children12030338 - 7 Mar 2025
Viewed by 5251
Abstract
Background: Attention Deficit Hyperactivity Disorder (ADHD) has been described as a neurodevelopmental disorder characterized by inattention, hyperactivity, and impulsivity affecting cognitive, emotional, and social functioning. While pharmacological and behavioral treatments remain primary, physical activity (PA) (digital and non-digital versions) has emerged as a [...] Read more.
Background: Attention Deficit Hyperactivity Disorder (ADHD) has been described as a neurodevelopmental disorder characterized by inattention, hyperactivity, and impulsivity affecting cognitive, emotional, and social functioning. While pharmacological and behavioral treatments remain primary, physical activity (PA) (digital and non-digital versions) has emerged as a great complementary intervention due to its potential impact on executive functions, emotional regulation, and neurobiological markers. Objectives: This study aimed to assess the effects of PA on ADHD symptoms, executive function, and emotional regulation, exploring its potential impact and new practical applications in digital and non-digital treatment. Methods: This narrative review assessed 132 studies published between 1 January 2010 and January 2025, ensuring the inclusion of the most recent and relevant findings. The review was conducted in Scopus, PubMed, and Web of Science, using a predefined combination of terms related to ADHD, physical activity, executive function, neuroplasticity, and emotional regulation. Results: Regular PA improves executive functions, attention, inhibitory control, and cognitive flexibility in ADHD. Aerobic exercise enhances sustained attention, high-intensity training improves impulse control, and coordinative activities boost cognitive flexibility. Non-digital and digital innovations, such as exergaming and wearable fitness trackers, offer promising solutions to improve adherence to PA regimens, reinforcing their role as a key intervention in ADHD management. Conclusions: PA could be a valuable complementary intervention for ADHD through a hybrid approach that may improve cognitive and emotional functioning while addressing comorbidities. Full article
(This article belongs to the Special Issue Attention Deficit/Hyperactivity Disorder in Children and Adolescents)
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15 pages, 477 KiB  
Article
Comparison of Five Rehabilitation Interventions for Acute Ischemic Stroke: A Randomized Trial
by József Tollár, Szilvia Kóra, Petra Kós, Zoltán Vadászi, István Drotár, Péter Prukner, György Wersényi, Tamás Haidegger, Tomas Vetrovsky and Tibor Hortobágyi
J. Clin. Med. 2025, 14(5), 1648; https://doi.org/10.3390/jcm14051648 - 28 Feb 2025
Viewed by 1596
Abstract
Background: Comparative efficacy of rehabilitation interventions in persons with acute ischemic stroke (PwS) is limited. This randomized trial assessed the immediate and lasting effects of five interventions on clinical and mobility outcomes in 75 PwS. Methods: Five days after stroke, 75 PwS were [...] Read more.
Background: Comparative efficacy of rehabilitation interventions in persons with acute ischemic stroke (PwS) is limited. This randomized trial assessed the immediate and lasting effects of five interventions on clinical and mobility outcomes in 75 PwS. Methods: Five days after stroke, 75 PwS were randomized into five groups: physical therapy (CON, standard care, once daily); walking with a soft robotic exoskeleton (ROB, once daily); agility exergaming once (EXE1, once daily) or twice daily (EXE2, twice daily); and combined EXE1+ROB in two daily sessions. Interventions were performed 5 days per week for 3 weeks. Outcomes were assessed at baseline, post-intervention, and after 5 weeks of detraining. Results: Modified Rankin Scale (primary outcome) and Barthel Index showed no changes. EXE1, EXE2, ROB, and EXE1+ROB outperformed standard care (CON) in five secondary outcomes (Berg balance scale, 10m walking speed, 6-min walk test with/without robot, standing balance), with effects sustained after 5 weeks. Dose effects (EXE1 vs. EXE2) were minimal, while EXE1+ROB showed additive effects in 6-min walk tests. Conclusions: These novel comparative data expand evidence-based options for therapists to design individualized rehabilitation plans for PwS. Further confirmation is needed. Full article
(This article belongs to the Special Issue Acute Ischemic Stroke: Current Status and Future Challenges)
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29 pages, 587 KiB  
Systematic Review
Effects of Motor Skills and Physical Activity Interventions on Motor Development in Children with Autism Spectrum Disorder: A Systematic Review
by Yu Xing and Xueping Wu
Healthcare 2025, 13(5), 489; https://doi.org/10.3390/healthcare13050489 - 24 Feb 2025
Viewed by 3307
Abstract
Background: Autism spectrum disorder (ASD) is an early childhood and lifelong neurodevelopmental disorder. Many studies have confirmed that motor skills and physical activity interventions can improve motor development in ASD individuals and ultimately improve their quality of life. However, systematic evidence is lacking [...] Read more.
Background: Autism spectrum disorder (ASD) is an early childhood and lifelong neurodevelopmental disorder. Many studies have confirmed that motor skills and physical activity interventions can improve motor development in ASD individuals and ultimately improve their quality of life. However, systematic evidence is lacking on whether motor skills and physical activity interventions improve motor development among children with ASD. Methods: A systematic search of the CNKI, PsycINFO, PubMed, Web of Science, and Google Scholar databases was conducted for publications through 30 July 2023. Citation tracking and reference tracking were also used, and this study followed the Preferred Reporting Items for Systematic Reviews and Meta-analyses (PRISMA) reporting guidelines. Results: Of 8908 studies initially retrieved, 57 met the selection criteria and were evaluated. The overall quality of the evidence, assessed using PEDro, was low. The evaluated studies included 1622 children with ASD, among which 517 were males, from level II to IV, and ranging in age from 3 to 17 years. Five types (physical activity interventions, motor skill interventions, hippotherapy, equine-assisted or simulated horse riding interventions, exergaming interventions, and physical education interventions) of motor development interventions were used, and 57 studies achieved some positive results for improvements in motor development among children with ASD. Furtherly, eight studies reported motor development acquisition, retention, or transfer. Children with ASD learn well from different types of instructors, including teachers, coaches, camp counselors, physical therapists, and peers. Conclusions: Motor skills and physical activity interventions improved motor development among children with ASD, the effect of which would continue until the end of the interventions. Full article
(This article belongs to the Special Issue Review of Research on School Health)
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