PMID 31440168

Research
All papers

Exergame-Driven High-Intensity Interval Training in Untrained Community Dwelling Older Adults: A Formative One Group Quasi- Experimental Feasibility Trial

Question

Is an exergame-driven HIIT program feasible, usable, enjoyable, and physiologically tolerable for untrained community-dwelling older adults?

Summary

A small feasibility study found that screened, untrained older adults could complete an exergame-driven HIIT program with high attendance, no reported adverse events, and high usability/enjoyment ratings. The study was not controlled, so it is strongest as an internal design clue: playful tasks may help older adults tolerate hard intervals, but recovery intensity can drift too high.

Methodology

  • Untrained community-dwelling older adults
  • 12 participants.
  • Interactive exergame movement.
  • Work intervals: 1 to 2 minutes.
  • Recovery: 1 to 2 minutes active recovery.
  • Intensity: 70%-90% HRmax+10% hard intervals; 50%-70% HRmax+10% recovery.
  • Up to 35 minutes.
  • 3 times/week.
  • 4 weeks.
  • One-group quasi-experimental feasibility trial
  • Feasibility, Intensity fidelity, and Maximum workload were tracked.

Outcomes

Adherence

Session compliance was high and only one participant dropped out for an unrelated acute illness.

120/132 sessions completed; 91% compliance; 8% attrition

Improved

Safety

No adverse events were reported during the exergame HIIT intervention.

Improved

Intensity targets

Most hard intervals reached target timing and intensity, but recovery intervals were often too intense.

86% of hard intervals met target; 36.5% of recovery intervals exceeded target

Mixed

Workload

Maximum workload improved after the intervention compared with baseline timepoints.

p=0.032 and p=0.012 versus baseline measurements

Improved

Insights

  • Game focus may improve tolerance of high-intensity work for older adults.
  • Recovery periods may require stronger cues to slow down or reduce effort.
  • This supports design exploration more than effectiveness claims.

Limitations

  • Very small sample
  • No randomized control group
  • Short intervention
  • Specialized exergame hardware
  • VO2max estimate was indirect

Safety

  • No adverse events occurred.
  • One dropout was due to acute illness unrelated to the intervention.
  • Older adults were screened and supervised.