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Journal of Bodywork & Movement Therapies 36 (2023) 69–73 Available online 13 June 2023 1360-8592/© 2023 Elsevier Ltd. All rights reserved. Comparing the effects of 30 minutes exergaming versus brisk walking on physiological and psychological measurements of older adults Reza Sayar a, Ehsan Sinaei b,c, Farhad Daryanoosh d,*, Maryam Koshki d, Sobhan Sobhani c,e a School of Exercise Science, Physical and Health Education, University of Victoria, Victoria, British Columbia, Canada b Department of Rehabilitation Sciences, MGH Institute of Health Professions, Boston, MA, USA c Shiraz Geriatric Research Center, Shiraz University of Medical Sciences, Shiraz, Iran d Department of Sport Sciences, School of Education and Psychology, Shiraz University, Shiraz, Iran e Department of Physical Therapy, School of Rehabilitation Sciences, Shiraz University of Medical Sciences, Shiraz, Iran A R T I C L E I N F O Handling Editor: Dr Jerrilyn Cambron Keywords: Exergaming Walking Aging Exercise Heart rate A B S T R A C T Background: Active video games can make physical activity more appealing and enjoyable for older people. This study compared the effects of 30 min of Exergaming versus walking on the physiological and psychological measures of asymptomatic older adults. Methods: Forty eligible participants (mean age = 69.60 ± 4.16 y/o) were randomly divided into two groups of 20 in a crossover design, who either performed Brisk Walking or Exergaming, one week apart. Before each session, each participant’s blood pressure was measured, and the subjects were encouraged to play/walk continuously for 30 min using a self-selected intensity. During both sessions, average and peak heart rate, time spent in each of the heart rate zones, blood pressure, and double product were assessed through a Polar H10 heart rate monitor. Participants also filled out the modified Physical Activity Enjoyment Scale (PACES) questionnaire and Rate of Perceived Exertion (RPE) scale. Results: Findings indicated a significantly higher average (P = 0.003) and peak heart rate (Ponline randomization application (www.randomizer.org). The local medical ethics committee approved the study according to the standards of the Helsinki declaration (Ethics number: IR.SUMS.REHAB.REC.1397.007 and the study’s protocol was prospectively registered at the Iranian Registry of Clinical Trials (http://www.irct.ir/; IRCT20151118025105N3 This study was single-blinded, and the data analyzer was unaware of group assignments. 2.2. Participants Volunteer older individuals (17 males and 23 females) with a mini- mum age of 60 y/o participated in this study. Inclusion criteria were as follows: being able to walk with or without assistive devices for 10 m, obtaining a score 23 (out of 30) in the Mini-Mental State Examination (MMSE), and responding “No” to all seven questions in the revised Physical Activity Readiness Questionnaire (PAR-Q). The MMSE (Folstein et al., 1975) and GDS (Yesavage et al., 1983) evaluate the signs of depression and cognitive impairments in older adults, respectively, and the PAR-Q is a primary screening tool for physical activity and exercise participation (Warburton et al., 2010). Participants with uncorrected vision, hearing, cardiovascular disorders, and individuals who had taken medications that could affect their balance or orientation were excluded from the trial. 2.3. Procedure Group A first played Kinect Exergaming for 30 min in one session, then engaged in 30 min of Brisk Walking, one week later. Group B did the same, but in the opposite order with Brisk Walking done on the first session and Exergaming on the next week. Both exercises were per- formed individually in order to remove the possible effects of con- founding factors. In each session, participants were encouraged to play/ walk continuously for 30 min using a self-selected intensity and pace, and they could take breaks if necessary. The Exergaming session con- sisted of 5 min of warm-up and 5 min of cool-down activities, separated by 20 min of playing 3 mini-games from “Kinect Adventures!” and 2 mini-games from “Your Shape Fitness Evolved 2012” packages. Micro- soft Xbox 360™ and Kinect camera™ (Microsoft Corporation, USA) and Epson EB-X04 Video Projector (Seiko Epson Corporation, Japan) were used in this study. A systematic review of the exergaming interventions administered to older adults introduced the Xbox 360™ and Kinect camera™ with exergames Your Shape - Fitness Evolved and Kinect Adventures as the highest scoring setup among different commercially available consoles (Tahmosybayat et al., 2018). Kinect Adventures focus more on the fun and enjoyability of the game, while Your Shape Fitness Evolved 2012 is more exercise-based and consists of yoga and tai chi-like exercises (Ebrahimi et al., 2021). The Brisk Walking session was per- formed by walking continuously on a 20-m straight path with a 2-m free space on each side in a park setting for 30 min at the usual pace. De- scriptions of the interventions are summarized in Table 1. An assessor was always available. Participants could stop the exercise or walking if felt uncomfortable. An assessor was always available during the training session as a safety precaution and to prevent probable falling. 2.4. Outcome measures During both sessions, participants wore a Polar H10 HR Monitor which showed their live HR on an iPad using the Polar Team app on Android (Polar Electro Oy, Finland). Participants’ blood pressure was measured before each session and after completion of the session, par- ticipants filled out the modified 5-item Physical Activity Enjoyment Scale (PACES) questionnaire and were asked to determine their rate of fatigue on the 10-point Rate of Perceived Exertion (RPE) scale. PACES questionnaire measures the amount of enjoyment a person feels after a physical activity session with questions about how they liked it, how fun Table 1 Directions of the Exergaming and Brisk Walking interventions. Exercise Instructions Your Shape Fitness Evolved Virtual Smash Virtual bricks randomly pop up from different directions and you should hit them by a punch or kick with cross-over motions of your hands or legs. Light Race Five virtual panels randomly light up in a circle around you on the floor and you should step onto each to darken it. Kinect Adventure Space Pop You should pop the virtual bubbles by touching them. You can flap your arms to move upward or hold your arms out to your sides to keep the height. Rally Ball You see a virtual ball floating in the air and should try to deflect it into the blocks at the end of the virtual hallway. You can use any part of your body to hit the ball. River Rush You will ride a raft and try to pick up the pins through the river. You can steer the raft by moving your body to the left or right and jump the raft by jumping. Brisk Walking Keep your head up and look forward (not at the ground). keep your neck, shoulder, and back straight and relaxed. Roll your foot from heel to toe and walk smoothly, and keep your arms relaxed and swing them freely. You can pump your arms a little. R. Sayar et al. http://www.randomizer.org/ http://www.irct.ir/ Journal of Bodywork & Movement Therapies 36 (2023) 69–73 71 it was for them, or how frustrated it made them feel (Kendzierski and DeCarlo, 1991). Measurements including the average and peak HR, times spent in each of the HR zones (in seconds), blood pressure, and double product were recorded by a registered physiotherapist using the Beurer BM 28 Blood Pressure Monitor (Beurer GmbH, Ulm, Germany). Double product is a measure of the myocardial load that is obtained by multiplying systolic blood pressure by HR in 1 min and dividing the result by 1000. HR zones refer to different categories of HR during ex- ercise, which will be gathered using the Polar Flow training analysis tool, classifying exercise different intensities into five groups: 1. Very Light (50–60% HRmax), 2. Light (60–70% HRmax), 3. Moderate (70–80% HRmax), 4. Hard (80–90% HRmax), and 5. Maximum (90–100% HRmax) (https://www.polar.com/blog/running-heart-rate -zones-basics/). 2.5. Statistical analyses The data were analyzed with Statistical Package for Social Sciences (SPSS) software, version 21.0 (IBM Corp., Armonk, NY, USA), and P- valuesdifferences were observed in systolic blood pressure and diastolic blood pressure before and after the Exergaming and Brisk Walking sessions. Pairwise com- parisons test demonstrated that systolic blood pressure had a significant increase after both Brisk Walking (P = 0.002) and Exergaming (Pan exercise session, and the engaging nature of Exergaming can make it less exhaustive than walking, exciting the participants to do their best to excel in the game. This motivation could bring about positive emotions which in turn, would weaken the feelings of exertion or tiredness (Moholdt et al., 2017). Our findings also revealed a significantly higher level of enjoyment at the Exergaming session compared to Brisk Walking (Pbiopsychosocial perspective: a scoping review. Sports Med. Open 6, 1–13. Kendzierski, D., DeCarlo, K.J., 1991. 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and psychological measurements of olde ... 1 Introduction 2 Materials and methods 2.1 Study design 2.2 Participants 2.3 Procedure 2.4 Outcome measures 2.5 Statistical analyses 3 Results 4 Discussion 4.1 Double product, HR, and blood pressure measurements 4.2 Time spent in different HR zones 4.3 Rate of perceived exertion and level of activity enjoyment 5 Conclusion CRediT authorship contribution statement Declaration of competing interest Acknowledgments References