Literature DB >> 22414490

Pilot study comparing changes in postural control after training using a video game balance board program and 2 standard activity-based balance intervention programs.

Alessandra Pluchino1, Sae Yong Lee, Shihab Asfour, Bernard A Roos, Joseph F Signorile.   

Abstract

OBJECTIVE: To compare the impacts of Tai Chi, a standard balance exercise program, and a video game balance board program on postural control and perceived falls risk.
DESIGN: Randomized controlled trial.
SETTING: Research laboratory. PARTICIPANTS: Independent seniors (N=40; 72.5±8.40) began the training, 27 completed.
INTERVENTIONS: Tai Chi, a standard balance exercise program, and a video game balance board program. MAIN OUTCOME MEASURES: The following were used as measures: Timed Up & Go, One-Leg Stance, functional reach, Tinetti Performance Oriented Mobility Assessment, force plate center of pressure (COP) and time to boundary, dynamic posturography (DP), Falls Risk for Older People-Community Setting, and Falls Efficacy Scale.
RESULTS: No significant differences were seen between groups for any outcome measures at baseline, nor were significant time or group × time differences for any field test or questionnaire. No group × time differences were seen for any COP measures; however, significant time differences were seen for total COP, 3 of 4 anterior/posterior displacement and both velocity, and 1 displacement and 1 velocity medial/lateral measure across time for the entire sample. For DP, significant improvements in the overall score (dynamic movement analysis score), and in 2 of the 3 linear and angular measures were seen for the sample.
CONCLUSIONS: The video game balance board program, which can be performed at home, was as effective as Tai Chi and the standard balance exercise program in improving postural control and balance dictated by the force plate postural sway and DP measures. This finding may have implications for exercise adherence because the at-home nature of the intervention eliminates many obstacles to exercise training.
Copyright © 2012 American Congress of Rehabilitation Medicine. Published by Elsevier Inc. All rights reserved.

Entities:  

Mesh:

Year:  2012        PMID: 22414490     DOI: 10.1016/j.apmr.2012.01.023

Source DB:  PubMed          Journal:  Arch Phys Med Rehabil        ISSN: 0003-9993            Impact factor:   3.966


  31 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.  Novel physical activity interventions for older patients with prostate cancer on hormone therapy: A pilot randomized study.

Authors:  Saleha Sajid; William Dale; Karen Mustian; Ashwin Kotwal; Charles Heckler; Michelle Porto; Chunkit Fung; Supriya G Mohile
Journal:  J Geriatr Oncol       Date:  2016-02-23       Impact factor: 3.599

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

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

4.  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

5.  Virtual reality training improves dynamic balance in children with cerebral palsy.

Authors:  Morteza Pourazar; Fazlolah Bagherzadeh; Fatemeh Mirakhori
Journal:  Int J Dev Disabil       Date:  2019-10-26

6.  Accuracy of force and center of pressure measures of the Wii Balance Board.

Authors:  Harrison L Bartlett; Lena H Ting; Jeffrey T Bingham
Journal:  Gait Posture       Date:  2013-08-02       Impact factor: 2.840

Review 7.  The role of exergaming in Parkinson's disease rehabilitation: a systematic review of the evidence.

Authors:  Gillian Barry; Brook Galna; Lynn Rochester
Journal:  J Neuroeng Rehabil       Date:  2014-03-07       Impact factor: 4.262

Review 8.  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

9.  Virtual reality training improves balance function.

Authors:  Yurong Mao; Peiming Chen; Le Li; Dongfeng Huang
Journal:  Neural Regen Res       Date:  2014-09-01       Impact factor: 5.135

10.  Retraining function in people with Parkinson's disease using the Microsoft kinect: game design and pilot testing.

Authors:  Brook Galna; Dan Jackson; Guy Schofield; Roisin McNaney; Mary Webster; Gillian Barry; Dadirayi Mhiripiri; Madeline Balaam; Patrick Olivier; Lynn Rochester
Journal:  J Neuroeng Rehabil       Date:  2014-04-14       Impact factor: 4.262

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