Literature DB >> 21799138

Effects of an interactive computer game exercise regimen on balance impairment in frail community-dwelling older adults: a randomized controlled trial.

Tony Szturm1, Aimee L Betker, Zahra Moussavi, Ankur Desai, Valerie Goodman.   

Abstract

BACKGROUND: Due to the many problems associated with reduced balance and mobility, providing an effective and engaging rehabilitation regimen is essential to progress recovery from impairments and to help prevent further degradation of motor skills.
OBJECTIVES: The purpose of this study was to examine the feasibility and benefits of physical therapy based on a task-oriented approach delivered via an engaging, interactive video game paradigm. The intervention focused on performing targeted dynamic tasks, which included reactive balance controls and environmental interaction.
DESIGN: This study was a randomized controlled trial.
SETTING: The study was conducted in a geriatric day hospital. PARTICIPANTS: Thirty community-dwelling and ambulatory older adults attending the day hospital for treatment of balance and mobility limitations participated in the study.
INTERVENTIONS: Participants were randomly assigned to either a control group or an experimental group. The control group received the typical rehabilitation program consisting of strengthening and balance exercises provided at the day hospital. The experimental group received a program of dynamic balance exercises coupled with video game play, using a center-of-pressure position signal as the computer mouse. The tasks were performed while standing on a fixed floor surface, with progression to a compliant sponge pad. Each group received 16 sessions, scheduled 2 per week, with each session lasting 45 minutes. MEASUREMENTS: Data for the following measures were obtained before and after treatment: Berg Balance Scale, Timed "Up & Go" Test, Activities-specific Balance Confidence Scale, modified Clinical Test of Sensory Interaction and Balance, and spatiotemporal gait variables assessed in an instrumented carpet system test.
RESULTS: Findings demonstrated significant improvements in posttreatment balance performance scores for both groups, and change scores were significantly greater in the experimental group compared with the control group. No significant treatment effect was observed in either group for the Timed "Up & Go" Test or spatiotemporal gait variables. LIMITATIONS: The sample size was small, and there were group differences at baseline in some performance measures.
CONCLUSION: Dynamic balance exercises on fixed and compliant sponge surfaces were feasibly coupled to interactive game-based exercise. This coupling, in turn, resulted in a greater improvement in dynamic standing balance control compared with the typical exercise program. However, there was no transfer of effect to gait function.

Entities:  

Mesh:

Year:  2011        PMID: 21799138     DOI: 10.2522/ptj.20090205

Source DB:  PubMed          Journal:  Phys Ther        ISSN: 0031-9023


  24 in total

Review 1.  Effects of Virtual Reality Training (Exergaming) Compared to Alternative Exercise Training and Passive Control on Standing Balance and Functional Mobility in Healthy Community-Dwelling Seniors: A Meta-Analytical Review.

Authors:  Lars Donath; Roland Rössler; Oliver Faude
Journal:  Sports Med       Date:  2016-09       Impact factor: 11.136

2.  Therapeutic Uses of Active Videogames: A Systematic Review.

Authors:  Amanda E Staiano; Rachel Flynn
Journal:  Games Health J       Date:  2014-09-16

3.  How Effective Are Active Videogames Among the Young and the Old? Adding Meta-analyses to Two Recent Systematic Reviews.

Authors:  Jonathan van 't Riet; Rik Crutzen; Amy Shirong Lu
Journal:  Games Health J       Date:  2014-08-15

4.  Usability and Effects of an Exergame-Based Balance Training Program.

Authors:  Seline Wüest; Nunzio Alberto Borghese; Michele Pirovano; Renato Mainetti; Rolf van de Langenberg; Eling D de Bruin
Journal:  Games Health J       Date:  2014-04-01

5.  Attentional Demand of a Virtual Reality-Based Reaching Task in Nondisabled Older Adults.

Authors:  Yi-An Chen; Yu-Chen Chung; Rachel Proffitt; Eric Wade; Carolee Winstein
Journal:  J Mot Learn Dev       Date:  2015-12

Review 6.  Exercise for reducing fear of falling in older people living in the community.

Authors:  Denise Kendrick; Arun Kumar; Hannah Carpenter; G A Rixt Zijlstra; Dawn A Skelton; Juliette R Cook; Zoe Stevens; Carolyn M Belcher; Deborah Haworth; Sheena J Gawler; Heather Gage; Tahir Masud; Ann Bowling; Mirilee Pearl; Richard W Morris; Steve Iliffe; Kim Delbaere
Journal:  Cochrane Database Syst Rev       Date:  2014-11-28

Review 7.  Developing Proprioceptive Countermeasures to Mitigate Postural and Locomotor Control Deficits After Long-Duration Spaceflight.

Authors:  Timothy R Macaulay; Brian T Peters; Scott J Wood; Gilles R Clément; Lars Oddsson; Jacob J Bloomberg
Journal:  Front Syst Neurosci       Date:  2021-04-27

8.  Utility of a Three-Dimensional Interactive Augmented Reality Program for Balance and Mobility Rehabilitation in the Elderly: A Feasibility Study.

Authors:  Dal Jae Im; Jeunghun Ku; Yeun Joon Kim; Sangwoo Cho; Yun Kyung Cho; Teo Lim; Hye Sun Lee; Hyun Jung Kim; Youn Joo Kang
Journal:  Ann Rehabil Med       Date:  2015-06-30

Review 9.  Virtual reality using games for improving physical functioning in older adults: a systematic review.

Authors:  Karina Iglesia Molina; Natalia Aquaroni Ricci; Suzana Albuquerque de Moraes; Monica Rodrigues Perracini
Journal:  J Neuroeng Rehabil       Date:  2014-11-15       Impact factor: 4.262

10.  Task-oriented training with computer gaming in people with rheumatoid arthritisor osteoarthritis of the hand: study protocol of a randomized controlled pilot trial.

Authors:  Cynthia Swarnalatha Srikesavan; Barbara Shay; David B Robinson; Tony Szturm
Journal:  Trials       Date:  2013-03-09       Impact factor: 2.279

View more

北京卡尤迪生物科技股份有限公司 © 2022-2023.