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
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