Date of Award
Union College Only
Bachelor of Science
condition, adults, cognition, videogames, exercise
This study evaluated the effects of cybercycling (a virtual reality-enhanced stationary bike, with 3D scenery and interactive races) on cognition in older adults. Research has shown this type of interactive exercise yields a significantly larger increase in executive functioning than regular exercise alone (Anderson-Hanley, 2012). The current study took the next step in research and A) examined the different components of the cybercycle by comparing the results of the interactive races and the included videogame and B) analyzed how the results from neuropsychological assessment translated into daily life. Older adults from the US and Ireland were randomly assigned to tour and videogame conditions and after obtaining single bout data, were asked to ride the bike in their specific condition for three months. It was hypothesized that older adults in the video game condition would yield higher levels of cognition and ecological validity. Participants in the game condition were faster or improved more on the Color Trail test than participants in the tour condition, F (1, 31) = 3.98, p= .05. There was a significant correlation between the number of rides and everyday function outcomes, r=.43, p= .05. Participants in the game condition showed more increase in everyday function than those in the tour between number of rides and everyday function. The findings further support the hypothesis that exercise intervention shows benefit in cognition.
Shah, Nikita, "Ecological Validity of Aerobic and Cognitive Exercise for Older Adults" (2014). Honors Theses and Student Projects. 600.