Literature DB >> 22640573

Effects of balance-focused interactive games compared to therapeutic balance classes for older women.

D K A Singh1, B S Rajaratnam, V Palaniswamy, V P Raman, P S Bong, H Pearson.   

Abstract

OBJECTIVE: The prospective pre-post control study was designed to evaluate the effect of introducing balance-focused interactive virtual-reality games to community-dwelling older women to improve their agility, balance and functional mobility.
METHOD: The study was set in a senior citizens' club in Cheras, Kuala Lumpur, Malaysia. The participants were 36 community-dwelling older women. Participants were randomly divided into either a group undertaking balance-focused virtual-reality games or a group doing therapeutic balance exercises. The program lasted 6 weeks and was conducted twice a week for 40 min during each session. As the main outcome measures, the results of the Ten Step Test (TST), postural sway (overall performance index, OPI) and the Timed Up and Go test (TUG) were measured pre- and post-intervention to evaluate agility, balance and functional mobility, respectively.
RESULTS: Although both groups improved in OPI (F = 4.63, p < 0.001), TST (F = 46.15, p < 0.001) and TUG (F = 52.57, p = 0.03), combined time and group interaction only improved in the TUG (F = 4.54, p < 0.05). No significant differences between the two groups were found in terms of TST (F = 0.02, p = 0.86), OPI (F = 0.66, p = 0.42), and TUG (F = 0.11, p = 0.74).
CONCLUSION: Older people could improve their agility, balance and functional mobility by complementing therapeutic balance exercises with active participation in interactive virtual-reality games at home or in the community.

Entities:  

Mesh:

Year:  2012        PMID: 22640573     DOI: 10.3109/13697137.2012.664832

Source DB:  PubMed          Journal:  Climacteric        ISSN: 1369-7137            Impact factor:   3.005


  10 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.  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

3.  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 4.  Exergaming as a Viable Therapeutic Tool to Improve Static and Dynamic Balance among Older Adults and People with Idiopathic Parkinson's Disease: A Systematic Review and Meta-Analysis.

Authors:  Dale M Harris; Timo Rantalainen; Makii Muthalib; Liam Johnson; Wei-Peng Teo
Journal:  Front Aging Neurosci       Date:  2015-09-07       Impact factor: 5.750

5.  Association between physiological falls risk and physical performance tests among community-dwelling older adults.

Authors:  Devinder K A Singh; Sharmila G K Pillai; Sin Thien Tan; Chu Chiau Tai; Suzana Shahar
Journal:  Clin Interv Aging       Date:  2015-08-13       Impact factor: 4.458

6.  Relationship between physical performance and cognitive performance measures among community-dwelling older adults.

Authors:  Huiloo Won; Devinder Kaur Ajit Singh; Normah Che Din; Manal Badrasawi; Zahara Abdul Manaf; Sin Thien Tan; Chu Chiau Tai; Suzana Shahar
Journal:  Clin Epidemiol       Date:  2014-10-03       Impact factor: 4.790

Review 7.  Does a Wii-based exercise program enhance balance control of independently functioning older adults? A systematic review.

Authors:  Yocheved Laufer; Gali Dar; Einat Kodesh
Journal:  Clin Interv Aging       Date:  2014-10-23       Impact factor: 4.458

8.  The Effect of Video Game-Based Interventions on Performance and Cognitive Function in Older Adults: Bayesian Network Meta-analysis.

Authors:  Chao Yang; Xiaolei Han; Mingxue Jin; Jianhui Xu; Yiren Wang; Yajun Zhang; Chonglong Xu; Yingshi Zhang; Enshi Jin; Chengzhe Piao
Journal:  JMIR Serious Games       Date:  2021-12-30       Impact factor: 4.143

9.  Effects of Kinect exergames on balance training among community older adults: A randomized controlled trial.

Authors:  Chi-Min Yang; Jun Scott Chen Hsieh; Yi-Chen Chen; Shu-Yu Yang; Hao-Chiang Koong Lin
Journal:  Medicine (Baltimore)       Date:  2020-07-10       Impact factor: 1.817

10.  Virtual Reality Games as an Adjunct in Improving Upper Limb Function and General Health among Stroke Survivors.

Authors:  Mohd Azzuan Ahmad; Devinder Kaur Ajit Singh; Nor Azlin Mohd Nordin; Khor Hooi Nee; Norliza Ibrahim
Journal:  Int J Environ Res Public Health       Date:  2019-12-16       Impact factor: 3.390

  10 in total

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