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
Safety
No adverse events were reported during the exergame HIIT intervention.
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
Workload
Maximum workload improved after the intervention compared with baseline timepoints.
p=0.032 and p=0.012 versus baseline measurements
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.