Literature DB >> 23560480

Effectiveness of virtual reality using video gaming technology in elderly adults with diabetes mellitus.

Sunwoo Lee1, Sungrae Shin.   

Abstract

BACKGROUND: Diabetes in elderly adults is associated with an increased risk of fall. The aim of study was to determine whether a virtual reality exercise (VRE) program would improve balance, strength, gait, and falls efficacy in elderly adults with diabetes. SUBJECTS AND METHODS: Fifty-five subjects with diabetes mellitus over 65 years of age were randomly assigned to a VRE group (VREG) (n=27) and a control group (CG) (n=28). The VREG received the VRE program and diabetes education, whereas the CG received only the diabetes education. The VRE program used video gaming (PlayStation(®) 2; Sony, Tokyo, Japan) and was conducted for 50 min twice a week for 10 weeks. Balance, muscle strength, gait, and falls efficacy were measured at baseline and after intervention. Measurements were taken using a clinical tests (the one-leg-standing test, the Berg Balance Scale, the functional reach test, the timed up-and-go test, and the sit-to-stand test), and gait analysis. A self-administered questionnaire was used to measure falls efficacy.
RESULTS: After training, the VREG showed significantly improved balance, decreased sit-to-stand times, and increased gait speed, cadence, and falls efficacy.
CONCLUSIONS: The VRE program was to maximize the effects of exercise by triggering players was to be fully immersed into the games and enhanced major influential factors on the falls of subject. This study suggests VRE programs are feasible and effective for reduced the risk of falls in elderly adults with type 2 diabetes.

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Mesh:

Year:  2013        PMID: 23560480     DOI: 10.1089/dia.2013.0050

Source DB:  PubMed          Journal:  Diabetes Technol Ther        ISSN: 1520-9156            Impact factor:   6.118


  12 in total

1.  Impact of gamification on glycaemic control among patients with type 2 diabetes mellitus: a systematic review and meta-analysis of randomized controlled trials.

Authors:  Toshiki Kaihara; Valent Intan-Goey; Martijn Scherrenberg; Maarten Falter; Ines Frederix; Yoshihiro Akashi; Paul Dendale
Journal:  Eur Heart J Open       Date:  2021-10-18

2.  The effects of exergaming on pain, postural control, technology acceptance and flow experience in older people with chronic musculoskeletal pain: a randomised controlled trial.

Authors:  Jae-Llane Ditchburn; Paul van Schaik; John Dixon; Alasdair MacSween; Denis Martin
Journal:  BMC Sports Sci Med Rehabil       Date:  2020-10-09

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

4.  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

5.  High-tech tools for exercise motivation: use and role of technologies such as the internet, mobile applications, social media, and video games.

Authors:  Deborah F Tate; Elizabeth J Lyons; Carmina G Valle
Journal:  Diabetes Spectr       Date:  2015-01

6.  Tablet-Based Well-Being Check for the Elderly: Development and Evaluation of Usability and Acceptability.

Authors:  Pradeep Ray; Junhua Li; Arni Ariani; Vasvi Kapadia
Journal:  JMIR Hum Factors       Date:  2017-05-12

7.  The effectiveness of virtual reality training in reducing the risk of falls among elderly people.

Authors:  Magdalena Sylwia Kamińska; Agnieszka Miller; Iwona Rotter; Aleksandra Szylińska; Elżbieta Grochans
Journal:  Clin Interv Aging       Date:  2018-11-14       Impact factor: 4.458

8.  Monitoring and Intervention Technologies to Manage Diabetic Older Persons: The CAPACITY Case-A Pilot Study.

Authors:  Rodrigo Pérez-Rodríguez; Tania Guevara-Guevara; Pedro A Moreno-Sánchez; Elena Villalba-Mora; Myriam Valdés-Aragonés; Myriam Oviedo-Briones; José A Carnicero; Leocadio Rodríguez-Mañas
Journal:  Front Endocrinol (Lausanne)       Date:  2020-05-13       Impact factor: 5.555

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.  Digital Gaming for Improving the Functioning of People With Traumatic Brain Injury: Randomized Clinical Feasibility Study.

Authors:  Maritta Välimäki; Kaisa Mishina; Johanna K Kaakinen; Suvi K Holm; Jukka Vahlo; Markus Kirjonen; Virve Pekurinen; Olli Tenovuo; Jyrki Korkeila; Heikki Hämäläinen; Jaana Sarajuuri; Pekka Rantanen; Tage Orenius; Aki Koponen
Journal:  J Med Internet Res       Date:  2018-03-19       Impact factor: 5.428

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