Literature DB >> 22795360

Lower limb power rehabilitation (LLPR) using interactive video game for improvement of balance function in older people.

Po-Yin Chen1, Shun-Hwa Wei, Wan-Ling Hsieh, Jang-Rong Cheen, Liang-Kung Chen, Chung-Lan Kao.   

Abstract

Declined balance functions have adverse effects on elderly population. Lower limbs muscle power training is currently an emerging concept in rehabilitation on individuals with decreased balance and mobility. In this prospective, controlled study, we used a human-computer interactive video-game-based rehabilitation device (LLPR) for training of lower limb muscle power in the elderly. Forty (aged >65 years) individuals were recruited from the community. Twenty participants in the exercise group received 30-min training, twice a week, using the LLPR system. The LLPR system allows participants to perform fast speed sit-to-stand (STS) movements. Twenty age-matched participants in the control group performed slow speed STS movements, as well as strengthening and balance exercises, with the same frequency and duration. The results were compared after 12 sessions (6 weeks) of training. The mechanical and time parameters during STS movement were measured using the LLPR system. Modified falls efficacy scale (MFES), Tinetti Performance-Oriented Mobility Assessment (POMA), function reach test, five times sit to stand (FTSS) and Timed Up and Go (TUG) were administered to participants as clinical assessments. Results showed that in the exercise group, all the mechanical and time parameters showed significant improvement. In control group, only the maximal vertical ground reaction force (MVGRF) improved significantly. For clinical assessments (balance, mobility, and self-confidence), exercise group showed significantly better scores. The STS movements in video-game-based training mimic real life situations which may help to transfer the training effects into daily activities. The effectiveness of lower limb muscle training is worthy of further investigation.
Copyright © 2012 Elsevier Ireland Ltd. All rights reserved.

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Year:  2012        PMID: 22795360     DOI: 10.1016/j.archger.2012.05.012

Source DB:  PubMed          Journal:  Arch Gerontol Geriatr        ISSN: 0167-4943            Impact factor:   3.250


  12 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

Review 2.  Ageing, Muscle Power and Physical Function: A Systematic Review and Implications for Pragmatic Training Interventions.

Authors:  Christopher Byrne; Charles Faure; David J Keene; Sarah E Lamb
Journal:  Sports Med       Date:  2016-09       Impact factor: 11.136

3.  Time measurement characterization of stand-to-sit and sit-to-stand transitions by using a smartphone.

Authors:  Hernán A González Rojas; Pedro Chaná Cuevas; Enrique E Zayas Figueras; Salvador Cardona Foix; Antonio J Sánchez Egea
Journal:  Med Biol Eng Comput       Date:  2017-10-23       Impact factor: 2.602

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

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

5.  Effects of 8 Weeks of Balance Training, Virtual Reality Training, and Combined Exercise on Lower Limb Muscle Strength, Balance, and Functional Mobility Among Older Men: A Randomized Controlled Trial.

Authors:  Hassan Sadeghi; Deborah A Jehu; Abdolhamid Daneshjoo; Elham Shakoor; Mohsen Razeghi; Alireza Amani; Muhammad Nazrul Hakim; Ashril Yusof
Journal:  Sports Health       Date:  2021-02-13       Impact factor: 3.843

Review 6.  The application of strength and power related field tests in older adults: criteria, current status and a future perspective.

Authors:  G Ruben H Regterschot; Tobias Morat; Marjanne Folkersma; Wiebren Zijlstra
Journal:  Eur Rev Aging Phys Act       Date:  2015-10-07       Impact factor: 3.878

7.  A New Multi-Sensor Fusion Scheme to Improve the Accuracy of Knee Flexion Kinematics for Functional Rehabilitation Movements.

Authors:  Halim Tannous; Dan Istrate; Aziz Benlarbi-Delai; Julien Sarrazin; Didier Gamet; Marie Christine Ho Ba Tho; Tien Tuan Dao
Journal:  Sensors (Basel)       Date:  2016-11-15       Impact factor: 3.576

8.  Kinematic effect of Nintendo Wii(TM) sports program exercise on obstacle gait in elderly women with falling risk.

Authors:  Dae-In Jung; Dae-Sik Ko; Mi-Ae Jeong
Journal:  J Phys Ther Sci       Date:  2015-05-26

Review 9.  The effect of interactive cognitive-motor training in reducing fall risk in older people: a systematic review.

Authors:  Daniel Schoene; Trinidad Valenzuela; Stephen R Lord; Eling D de Bruin
Journal:  BMC Geriatr       Date:  2014-09-20       Impact factor: 3.921

10.  Rehabilitation-Oriented Serious Game Development and Evaluation Guidelines for Musculoskeletal Disorders.

Authors:  Mohamad Idriss; Halim Tannous; Dan Istrate; Anaick Perrochon; Jean-Yves Salle; Marie-Christine Ho Ba Tho; Tien-Tuan Dao
Journal:  JMIR Serious Games       Date:  2017-07-04       Impact factor: 4.143

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