The effect of virtual reality gaming on dynamic balance in older adults

被引:184
|
作者
Rendon, Abel Angel [1 ]
Lohman, Everett B. [1 ]
Thorpe, Donna [1 ]
Johnson, Eric G. [1 ]
Medina, Ernie [1 ]
Bradley, Bruce [1 ]
机构
[1] Loma Linda Univ, Loma Linda, CA 92350 USA
关键词
balance; virtual reality gaming; older adult; randomised; elderly; FALL RISK;
D O I
10.1093/ageing/afs053
中图分类号
R592 [老年病学]; C [社会科学总论];
学科分类号
03 ; 0303 ; 100203 ;
摘要
Aim: this study compared a virtual reality group (VRG) and a control group (CG). Design: randomised controlled 6-week intervention with pre- and post-test evaluations. Setting: outpatient geriatric orthopaedic and balance physical therapy clinic. Population: forty participants were randomised into two groups. Method: the VRG received three different Nintendo (R) Wii FIT balance interventions three times per week for 6 weeks and the CG received no intervention. Results: compared with the CG, post-intervention measurements showed significant improvements for the VRG in the 8-foot Up & Go test [median decrease of 1.0 versus -0.2 s, (P = 0.038) and the Activities-specific Balance Confidence Scale (6.9 versus 1.3%) (P = 0.038)]. Conclusion: virtual reality gaming provides clinicians with a useful tool for improving dynamic balance and balance confidence in older adults.
引用
收藏
页码:549 / 552
页数:4
相关论文
共 50 条
  • [31] THE EFFECT OF A VIRTUAL REALITY DELIVERED PHYSICAL ACTIVITY INTERVENTION ON THE PHYSICAL FUNCTION OF OLDER ADULTS
    Kershner, Kyle
    Fanning, Jason
    Furlipa, Joy
    Brubaker, Peter
    Brooks, Amber
    Page, Lindsey
    Ehlers, Diane
    INNOVATION IN AGING, 2021, 5 : 1017 - 1017
  • [32] Effects of Indoor Horseback Riding and Virtual Reality Exercises on the Dynamic Balance Ability of Normal Healthy Adults
    Lee, Daehee
    Lee, Sangyong
    Park, Jungseo
    JOURNAL OF PHYSICAL THERAPY SCIENCE, 2014, 26 (12) : 1903 - 1905
  • [33] ACTIVE GAMING FOR BALANCE IMPROVEMENT IN POST-STROKE AND FUNCTIONAL OLDER ADULTS
    不详
    GERONTOLOGIST, 2011, 51 : 11 - 11
  • [34] Dynamic Service Placement for Virtual Reality Group Gaming on Mobile Edge Cloudlets
    Zhang, Yuan
    Jiao, Lei
    Yan, Jinyao
    Lin, Xiaojun
    IEEE JOURNAL ON SELECTED AREAS IN COMMUNICATIONS, 2019, 37 (08) : 1881 - 1897
  • [35] New Technological Innovations to Improve Balance against Falling in Older Adults: Exergaming, Virtual Reality and Augmented Realty
    Epstein, Helen-Ann Brown
    JOURNAL OF CONSUMER HEALTH ON THE INTERNET, 2022, 26 (03) : 325 - 331
  • [36] Functional balance and dual-task reaction times in older adults are improved by virtual reality and biofeedback training
    Bisson, E.
    Contant, B.
    Sveistrup, H.
    Lajoie, Y.
    CYBERPSYCHOLOGY & BEHAVIOR, 2007, 10 (01): : 16 - 23
  • [37] Potential of Augmented Reality and Virtual Reality Technologies to Promote Wellbeing in Older Adults
    Lee, Li Na
    Kim, Mi Jeong
    Hwang, Won Ju
    APPLIED SCIENCES-BASEL, 2019, 9 (17):
  • [38] Virtual Reality Balance Games Provide Little Muscular Challenge to Prevent Muscle Weakness in Healthy Older Adults
    de Vries, Aijse W.
    Willaert, Jente
    Jonkers, Ilse
    van Dieen, Jaap H.
    Verschueren, Sabine M. P.
    GAMES FOR HEALTH JOURNAL, 2020, 9 (03) : 227 - 236
  • [39] The Use of Virtual Reality through Head-Mounted Display on Balance and Gait in Older Adults: A Scoping Review
    Delgado, Ferdinand
    Der Ananian, Cheryl
    GAMES FOR HEALTH JOURNAL, 2021, 10 (01) : 2 - 12
  • [40] Gaming Beyond the Novelty Effect of Immersive Virtual Reality for Physical Rehabilitation
    Elor, Aviv
    Powell, Michael
    Mahmoodi, Evanjelin
    Teodorescu, Mircea
    Kurniawan, Sri
    IEEE TRANSACTIONS ON GAMES, 2022, 14 (01) : 107 - 115