{"id":{"repo_id":"utc","oai_identifier":"oai:scholar.utc.edu:theses-1800"},"canonical_url":"https://search.dev.ndltd.org/etd/utc/oai:scholar.utc.edu:theses-1800","repository":{"repo_id":"utc","name":"University of Tennessee - Chattanooga","base_url":"https://scholar.utc.edu/do/oai/"},"display":{"title":"Examining the relationships between body motion gaming or mind-body practice and balance, cognition, and social engagement in community dwelling older adults","abstract":"As the population ages, there exists a desire to stay active and in one’s own home. Institutionalization is required for some individuals, with the primary causes being falls, frailty, and cognitive decline. Body motion gaming systems and mind-body practices have been successfully utilized to address balance, cognition, and social engagement in different patient populations. This study was designed to investigate if similar benefits could be seen in healthy, community dwelling older adults. Eleven participants volunteered for the study. Pre, post, and one-month post assessments performed included the Berg Balance Scale, Functional Gait Assessment, 30-second Chair Stand Test, Montreal Cognitive Assessment, and Satisfaction with Life Scale. Participants were assigned into either a body motion gaming group, in which they played Wii Sports, or a mind body practice group, that used YouTube guided Tai Chi and yoga videos. Groups met two times per week for six weeks. Focus groups were conducted with all participants to assess perceived benefits, meaningfulness of the engaged occupation, and importance of small group participation. Although there were minimal statistically significant changes to the groups, multiple individuals made strong gains, including moving from fall risk scores on pretests to above cutoff levels. This was similar with cognitive scores. Qualitatively, individuals recognized progress not only in themselves, but also in their peers. They enjoyed the activities as well as their groups and felt accountable to one another to be present. After the conclusion of the study, some individuals started their own gaming group and another began attending community Tai Chi classes. The individuals from this study regularly cited the importance of remaining active and being part of groups for quality of life. The body motion gaming and mind-body practice provided an opportunity for not only improving balance and cognition by trying new activities, but also social engagement by participating with peers.","abstract_html":"As the population ages, there exists a desire to stay active and in one’s own home. Institutionalization is required for some individuals, with the primary causes being falls, frailty, and cognitive decline. Body motion gaming systems and mind-body practices have been successfully utilized to address balance, cognition, and social engagement in different patient populations. This study was designed to investigate if similar benefits could be seen in healthy, community dwelling older adults. Eleven participants volunteered for the study. Pre, post, and one-month post assessments performed included the Berg Balance Scale, Functional Gait Assessment, 30-second Chair Stand Test, Montreal Cognitive Assessment, and Satisfaction with Life Scale. Participants were assigned into either a body motion gaming group, in which they played Wii Sports, or a mind body practice group, that used YouTube guided Tai Chi and yoga videos. Groups met two times per week for six weeks. Focus groups were conducted with all participants to assess perceived benefits, meaningfulness of the engaged occupation, and importance of small group participation. Although there were minimal statistically significant changes to the groups, multiple individuals made strong gains, including moving from fall risk scores on pretests to above cutoff levels. This was similar with cognitive scores. Qualitatively, individuals recognized progress not only in themselves, but also in their peers. They enjoyed the activities as well as their groups and felt accountable to one another to be present. After the conclusion of the study, some individuals started their own gaming group and another began attending community Tai Chi classes. The individuals from this study regularly cited the importance of remaining active and being part of groups for quality of life. The body motion gaming and mind-body practice provided an opportunity for not only improving balance and cognition by trying new activities, but also social engagement by participating with peers.","abstract_has_math":false,"creators":["Hackathorne, Jessica"],"institution":"University of Tennessee at Chattanooga","degree_name":null,"degree_level":null,"degree_discipline":null,"degree_department":null,"school":null,"contributors":["Crawford, Elizabeth K.","Rausch, David W.; Harbison, John W.; Cruz, Elicia D.","College of Health, Education, and Professional Studies"],"advisors":[],"committee_chairs":[],"committee_members":[],"year":null,"date_issued":"","date_published":null,"updated_at":"2026-07-24T05:46:59Z","subjects":["Body-mind centering","Occupational therapy for older people","Video games"],"languages":["English","eng"],"rights":[],"rights_urls":["https://rightsstatements.org/page/InC/1.0/?language=en"],"identifier_entries":[]},"links":{"outbound_url":"https://scholar.utc.edu/theses/636","outbound_label":"Repository record","outbound_source":"dc:identifier"},"metadata_groups":[{"id":"people","label":"People","entries":[{"key":"dc:contributor","label":"Contributor","values":["Crawford, Elizabeth K.","Rausch, David W.; Harbison, John W.; Cruz, Elicia D.","College of Health, Education, and Professional Studies"]},{"key":"dc:creator","label":"Author","values":["Hackathorne, Jessica"]}]},{"id":"academic_context","label":"Academic Context","entries":[{"key":"dc:date","label":"Dc Date","values":["2020-05-01T07:00:00Z"]},{"key":"dc:publisher","label":"Institution","values":["University of Tennessee at Chattanooga","Chattanooga (Tenn.)"]},{"key":"dc:relation","label":"Dc Relation","values":["Masters Theses and Doctoral Dissertations"]},{"key":"dc:type","label":"Dc Type","values":["Doctoral dissertations","Text"]}]},{"id":"subjects_keywords","label":"Subjects and Keywords","entries":[{"key":"dc:subject","label":"Dc Subject","values":["Body-mind centering","Occupational therapy for older people","Video games"]}]},{"id":"language_rights","label":"Language and Rights","entries":[{"key":"dc:language","label":"Dc Language","values":["English","eng"]},{"key":"dc:rights","label":"Dc Rights","values":["https://rightsstatements.org/page/InC/1.0/?language=en"]}]},{"id":"identifiers","label":"Identifiers","entries":[{"key":"dc:identifier","label":"Identifier","values":["https://scholar.utc.edu/theses/636"]}]},{"id":"additional","label":"Additional Metadata","entries":[{"key":"dc:description","label":"Description","values":["School of Professional Studies","Ph. D.; A dissertation submitted to the faculty of the University of Tennessee at Chattanooga in partial fulfillment of the requirements of the degree of Doctor of Philosophy."]},{"key":"dc:description.abstract","label":"Abstract","values":["As the population ages, there exists a desire to stay active and in one’s own home. Institutionalization is required for some individuals, with the primary causes being falls, frailty, and cognitive decline. Body motion gaming systems and mind-body practices have been successfully utilized to address balance, cognition, and social engagement in different patient populations. This study was designed to investigate if similar benefits could be seen in healthy, community dwelling older adults. Eleven participants volunteered for the study. Pre, post, and one-month post assessments performed included the Berg Balance Scale, Functional Gait Assessment, 30-second Chair Stand Test, Montreal Cognitive Assessment, and Satisfaction with Life Scale. Participants were assigned into either a body motion gaming group, in which they played Wii Sports, or a mind body practice group, that used YouTube guided Tai Chi and yoga videos. Groups met two times per week for six weeks. Focus groups were conducted with all participants to assess perceived benefits, meaningfulness of the engaged occupation, and importance of small group participation. Although there were minimal statistically significant changes to the groups, multiple individuals made strong gains, including moving from fall risk scores on pretests to above cutoff levels. This was similar with cognitive scores. Qualitatively, individuals recognized progress not only in themselves, but also in their peers. They enjoyed the activities as well as their groups and felt accountable to one another to be present. After the conclusion of the study, some individuals started their own gaming group and another began attending community Tai Chi classes. The individuals from this study regularly cited the importance of remaining active and being part of groups for quality of life. The body motion gaming and mind-body practice provided an opportunity for not only improving balance and cognition by trying new activities, but also social engagement by participating with peers."]},{"key":"dc:title","label":"Title","values":["Examining the relationships between body motion gaming or mind-body practice and balance, cognition, and social engagement in community dwelling older adults"]}]}],"canonical_facts":{"dc:contributor":["Crawford, Elizabeth K.","Rausch, David W.; Harbison, John W.; Cruz, Elicia D.","College of Health, Education, and Professional Studies"],"dc:creator":["Hackathorne, Jessica"],"dc:date":["2020-05-01T07:00:00Z"],"dc:description":["School of Professional Studies","Ph. D.; A dissertation submitted to the faculty of the University of Tennessee at Chattanooga in partial fulfillment of the requirements of the degree of Doctor of Philosophy."],"dc:description.abstract":["As the population ages, there exists a desire to stay active and in one’s own home. Institutionalization is required for some individuals, with the primary causes being falls, frailty, and cognitive decline. Body motion gaming systems and mind-body practices have been successfully utilized to address balance, cognition, and social engagement in different patient populations. This study was designed to investigate if similar benefits could be seen in healthy, community dwelling older adults. Eleven participants volunteered for the study. Pre, post, and one-month post assessments performed included the Berg Balance Scale, Functional Gait Assessment, 30-second Chair Stand Test, Montreal Cognitive Assessment, and Satisfaction with Life Scale. Participants were assigned into either a body motion gaming group, in which they played Wii Sports, or a mind body practice group, that used YouTube guided Tai Chi and yoga videos. Groups met two times per week for six weeks. Focus groups were conducted with all participants to assess perceived benefits, meaningfulness of the engaged occupation, and importance of small group participation. Although there were minimal statistically significant changes to the groups, multiple individuals made strong gains, including moving from fall risk scores on pretests to above cutoff levels. This was similar with cognitive scores. Qualitatively, individuals recognized progress not only in themselves, but also in their peers. They enjoyed the activities as well as their groups and felt accountable to one another to be present. After the conclusion of the study, some individuals started their own gaming group and another began attending community Tai Chi classes. The individuals from this study regularly cited the importance of remaining active and being part of groups for quality of life. The body motion gaming and mind-body practice provided an opportunity for not only improving balance and cognition by trying new activities, but also social engagement by participating with peers."],"dc:identifier":["https://scholar.utc.edu/theses/636"],"dc:language":["English","eng"],"dc:publisher":["University of Tennessee at Chattanooga","Chattanooga (Tenn.)"],"dc:relation":["Masters Theses and Doctoral Dissertations"],"dc:rights":["https://rightsstatements.org/page/InC/1.0/?language=en"],"dc:subject":["Body-mind centering","Occupational therapy for older people","Video games"],"dc:title":["Examining the relationships between body motion gaming or mind-body practice and balance, cognition, and social engagement in community dwelling older adults"],"dc:type":["Doctoral dissertations","Text"]},"updated_at":"2026-07-24T05:46:59Z"}