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

PMID: 31440168
Journal: Frontiers in physiology
Published: 2019
Authors: Rebsamen S, Knols RH, Pfister PB, de Bruin ED

## 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.

## Population

- Untrained community-dwelling older adults
- Sample size: 12
- Age: 72.3 +/- 4.44 years
- Sex: 10 women, 2 men
- Fitness level: Untrained/nonregular exercisers
- Health status: Good self-reported health; cognitively intact; unstable disease excluded

## Methodology

- One-group quasi-experimental feasibility trial
- 8 weeks total with 4-week baseline and 4-week intervention phases
- Laboratory exercise setting using an interactive exergame platform

## Protocol

- Exergame HIIT.
- Modality: Interactive exergame movement.
- Work intervals: 1 to 2 minutes.
- Recovery: 1 to 2 minutes active recovery.
- Sets or repetitions: 4 to 9 hard intervals depending on week/session.
- Intensity: 70%-90% HRmax+10% hard intervals; 50%-70% HRmax+10% recovery.
- Session duration: Up to 35 minutes.
- Frequency: 3 times/week.
- Program length: 4 weeks.
- Progression: Hard-bout duration, number of bouts, and intensity target increased over four weeks.
- Baseline phase.
- Modality: No HIIT intervention.
- Program length: 4 weeks.
- Progression: No intervention; repeated measurements only.

## Outcomes

### Adherence
Status: improved
Session compliance was high and only one participant dropped out for an unrelated acute illness.

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

### Safety
Status: improved
No adverse events were reported during the exergame HIIT intervention.

### Intensity targets
Status: mixed
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
Status: improved
Maximum workload improved after the intervention compared with baseline timepoints.

p=0.032 and p=0.012 versus baseline measurements

## Practical 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 And Adherence

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

## Original Sources

- [PubMed](https://pubmed.ncbi.nlm.nih.gov/31440168/) (pubmed)
- [DOI](https://doi.org/10.3389/fphys.2019.01019) (doi)
- [PMC full text](https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6693477/) (full text)

## Agent Guidance

Preserve the paper-level scope of this note. Do not generalize beyond the population, protocol, measured outcomes, and limitations above.