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Effectiveness of Land-Based and Water-Based Exergaming on Cognitive Function, Balance, and Prefrontal Cortex Activity in Older Adults

To investigate the Efficacy of Land-Based and Water-Based Exergaming in Improving Cognitive Function, Balance and Prefrontal Cortex activity in Older Adults

Status
Not yet recruiting
Phases
Unknown
Study type
Interventional
Source
ANZCTR
Registry ID
ACTRN12625001223426
Enrollment
75
Registered
2025-11-05
Start date
2025-12-01
Completion date
2026-11-30
Last updated
2025-11-10

For informational purposes only — not medical advice. Sourced from public registries and may not reflect the latest updates. Terms

Conditions

None listed

Brief summary

This study aims to investigate whether playing an exercise-based video game (Nintendo Ring Fit Adventure) on land or in water can improve brain function, balance, and physical ability in older adults. We are testing the idea that exercising in water may provide extra benefits because it is safer, easier on the joints, and more engaging. Participants will be randomly assigned to one of three groups: land-based exergaming, water-based exergaming, or a control group performing the same exercises without the video game. Cognitive function will be measured using a thinking and attention task, balance will be tested through standard movement assessments, and brain activity will be recorded using EEG. We expect that both land and water exergaming will improve brain and physical function, with greater benefits in the water group.

Interventions

Intervention Arm 1: Land-Based Exergaming Group Participants in this group will engage in Nintendo *Ring Fit Adventure*–based exergaming performed on land. The program integrates physical and cognitive activities through interactive gameplay to promote dual-task engagement and cognitive-motor stimulation. Sessions will be conducted at rehabilitation or elder care centres equipped with safe, open areas suitable for exergaming equipment. Each session will last approximately 50 minutes and will i

Intervention Arm 1: Land-Based Exergaming Group Participants in this group will engage in Nintendo *Ring Fit Adventure*–based exergaming performed on land. The program integrates physical and cognitive activities through interactive gameplay to promote dual-task engagement and cognitive-motor stimulation. Sessions will be conducted at rehabilitation or elder care centres equipped with safe, open areas suitable for exergaming equipment. Each session will last approximately 50 minutes and will include a 5-minute warm-up consisting of upper and lower limb stretches, followed by a 30-minute exergaming session using *Ring Fit Adventure*. Two 5-minute rest intervals will be provided at 15-minute intervals during gameplay, and each session will conclude with a 5-minute cool-down involving stretching and relaxation exercises. Adherence will be monitored through attendance checklists, physiotherapist supervision, and in-game performance logs generated by *Ring Fit Adventure*. Example exercises include squats, overhead presses, leg lifts, knee-to-chest movements, ring squeezes, torso twists, jogging-in-place, and yoga poses guided by the exergame system. Intervention Arm 2: Water-Based Exergaming Group Participants in this group will perform the same *Ring Fit Adventure* exergaming program as the land-based group, but adapted for an aquatic environment at mid-shin water depth. The inclusion of buoyancy and water resistance aims to enhance balance, muscle engagement, and overall cognitive-motor integration. Sessions will take place in a portable or inflatable pool located within the rehabilitation or elder care centre premises, ensuring safety, accessibility, and supervision. Each 50-minute session will begin with a 5-minute warm-up of upper and lower limb stretching performed in water, followed by a 30-minute water-based exergaming session adapted to the aquatic environment. Two 5-minute rest intervals will be incorporated, and the session will conclude with a 5-minute cool-down of stretching and relaxation movements in water. Adherence will be monitored through attendance checklists maintained by the supervising physiotherapist, observation logs documenting participation and engagement, and in-game performance data from *Ring Fit Adventure*. Example exercises include water-modified squats, arm presses, leg raises, balance stances, and gentle jogging in water while interacting with the exergame challenges.

Sponsors

Dr Deepak Thazhakkattu Vasu - Universiti Tunku Abdul Rahman.
Lead SponsorIndividual

Study design

Allocation
Randomised controlled trial
Intervention model
Parallel
Primary purpose
Treatment
Masking
Blinded (masking used) (Investigator, Outcomes Assessor)

Eligibility

Sex/Gender
All
Age
60 Years to No maximum
Healthy volunteers
Yes

Inclusion criteria

adults aged 60 years and above. Able and willing to provide informed consent. Sufficient cognitive and physical capacity to understand instructions and participate in the intervention. Able to perform the Cognitive Timed Up and Go (CogTUG) test in < 9.4 seconds at pre-assessment, indicating adequate functional mobility and cognitive-motor dual-task performance.

Exclusion criteria

Diagnosed cognitive or neurological disorders (e.g., dementia, Parkinson’s disease, stroke) that may impair participation. Severe mobility limitations, recent history of falls, or clinically diagnosed balance disorders that compromise safety during exercise. Use of medications or medical devices that may interfere with EEG recordings. Pre-existing cardiorespiratory conditions (e.g., uncontrolled hypertension, heart failure, severe COPD) that limit safe participation in physical activity. Inability to understand or follow instructions required for the intervention and assessments.

Outcome results

None listed

Source: ANZCTR · Data processed: Feb 4, 2026