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Development of the exercise program for enhancing antidepressant effect and cognitive function using a video-game exercise

Research Project

Project/Area Number 26350699
Research Category

Grant-in-Aid for Scientific Research (C)

Allocation TypeMulti-year Fund
Section一般
Research Field Developmental mechanisms and the body works
Research InstitutionAsia University (2016)
Seiwa University (2014-2015)

Principal Investigator

Higashiura Takuro  亜細亜大学, 国際関係学部, 講師 (50436268)

Co-Investigator(Kenkyū-buntansha) 金田 健史  白鴎大学, 教育学部, 准教授 (00406232)
Project Period (FY) 2014-04-01 – 2017-03-31
Project Status Completed (Fiscal Year 2016)
Budget Amount *help
¥4,940,000 (Direct Cost: ¥3,800,000、Indirect Cost: ¥1,140,000)
Fiscal Year 2016: ¥1,300,000 (Direct Cost: ¥1,000,000、Indirect Cost: ¥300,000)
Fiscal Year 2015: ¥1,300,000 (Direct Cost: ¥1,000,000、Indirect Cost: ¥300,000)
Fiscal Year 2014: ¥2,340,000 (Direct Cost: ¥1,800,000、Indirect Cost: ¥540,000)
Keywords気分 / 抑うつ / 活気 / 高次認知機能 / 実行機能 / 体感型ビデオゲーム / 認知機能 / 身体運動
Outline of Final Research Achievements

A video-game exercise which is common among young people is expected to enhance spontaneous motivation on physical activity. The purpose of this study was development of the exercise program for enhancing antidepressant effect and cognitive function using a exercise.
The vigor scores on the Profile of Mood States and capacity of working memory increased in the following the cycling and video-game exercise (jogging) for 20 min. Thus, it was suggested that video-game exercise for 20 min improved the mood and working memory.

Report

(4 results)
  • 2016 Annual Research Report   Final Research Report ( PDF )
  • 2015 Research-status Report
  • 2014 Research-status Report

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Published: 2014-04-04   Modified: 2018-03-22  

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