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Table 3 Classification of exergames according to the motor learning principles

From: Comparison between the effects of exergame intervention and traditional physical training on improving balance and fall prevention in healthy older adults: a systematic review and meta-analysis

Principles of motor learning

To enhance

Intervention model

Intervention system

Learning occurs through repetitive, varied practice of meaningful tasks

Balance (proprioception), postural control, strength, motor coordination, and cognition

Balance game/exercise [22, 30, 31, 35, 40], sport game (such as football, tennis, skiing game and simulations) [28, 34, 38], the kayak program [36], selected Tai Chi movements [23], customized tasks [29]

Balance-A [35], Microsoft Kinect [34, 38], AR (Microsoft Kinect) [23, 29], Nintendo Wii [28, 40], Nintendo Wii with balance board [22, 31], VR [30, 36]

Learning occurs when task difficulty is progressively increased according to the user's ability

Aerobic endurance, balance, postural control, strength, motor coordination, and cognition

Balance game/exercise [4, 41], dance game [37, 39], exergame [42], tailored exergame program [21], steeping game [32], selected Tai Chi movements [23], and sport game [43]

Microsoft Kinect [21], AR with Microsoft Kinect [23], the interact training system [32], Nintendo Wii [41, 43], VR (X-box 360) [42], VR with dance pad/platform [4, 37, 39]

Learning occurs when the individual is motivated to improve

Balance control, motor coordination, and cognition

Exergame [42], stepping game [32]

VR (X-box 360) [42], the interact training system [32]

Sensory feedback that is related to the task is necessary for learning

Balance control

Balance exercise [4]

VR (BTS NIRVANA) [4]

Learning occurs when an individual receives positive feedback about task performance and task accomplishment

Balance, stepping ability, and cognition

Stepping game [32], Adventure game [33]

The interact training system [32], VR (Microsoft Kinect) [33]

  1. VR virtual reality