| Literature DB >> 24063521 |
Mike van Diest1, Claudine J C Lamoth, Jan Stegenga, Gijsbertus J Verkerke, Klaas Postema.
Abstract
Fall injuries are responsible for physical dysfunction, significant disability, and loss of independence among elderly. Poor postural control is one of the major risk factors for falling but can be trained in fall prevention programs. These however suffer from low therapy adherence, particularly if prevention is the goal. To provide a fun and motivating training environment for elderly, exercise games, or exergames, have been studied as balance training tools in the past years. The present paper reviews the effects of exergame training programs on postural control of elderly reported so far. Additionally we aim to provide an in-depth discussion of technologies and outcome measures utilized in exergame studies. Thirteen papers were included in the analysis. Most of the reviewed studies reported positive results with respect to improvements in balance ability after a training period, yet few reached significant levels. Outcome measures for quantification of postural control are under continuous dispute and no gold standard is present. Clinical measures used in the studies reviewed are well validated yet only give a global indication of balance ability. Instrumented measures were unable to detect small changes in balance ability as they are mainly based on calculating summary statistics, thereby ignoring the time-varying structure of the signals. Both methods only allow for measuring balance after the exergame intervention program. Current developments in sensor technology allow for accurate registration of movements and rapid analysis of signals. We propose to quantify the time-varying structure of postural control during gameplay using low-cost sensor systems. Continuous monitoring of balance ability leaves the user unaware of the measurements and allows for generating user-specific exergame training programs and feedback, both during one game and in timeframes of weeks or months. This approach is unique and unlocks the as of yet untapped potential of exergames as balance training tools for community dwelling elderly.Entities:
Mesh:
Year: 2013 PMID: 24063521 PMCID: PMC3851268 DOI: 10.1186/1743-0003-10-101
Source DB: PubMed Journal: J Neuroeng Rehabil ISSN: 1743-0003 Impact factor: 4.262
Overview technologies and results of studies evaluating exergames for balance training in elderly and adults
| Studenski [ | E: Healthy elderly (N = 36) | Dance pad containing four panels | Dance game (DancetownTM) controlled by stepping movements in forward, backward left and right directions. | 24 x 30 min sessions over 3 months. | Not used | - BMI | SF 36 PMC, NWT and ABC scale improved (p < 0.05) |
| Smith [ | E 1: Healthy elderly (N = 26) | Dance mat containing four panels | E 1: Stepping to the left, right, left forward or right forward on panels corresponding to arrows shown on a display. Arrow drift speed varied. | E 1: 4 min | -Step timing | Not used | Step timing improved (p < 0.05) after multiple trials & group effect; young outperformed elderly (p < 0.05). |
| Kosse [ | E: Healthy elderly (N = 9) | Wobble board | Moving a ball through a maze using weight shifts without lifting the feet | 18 x 20 min. over 6 weeks | Not used | - BBS | BBS and FOE improved (p < 0.01) |
| Fitzgerald [ | E: Healthy adults (N = 11) | Wobble board | E: Controlling a ball using weight shifts without lifting the feet | 3 x 15 min. p/wk for 4 weeks | Not used | - DPSI | DPSI and SEBT: no group effects. |
| Lamoth [ | E: Healthy elderly (N = 9) | Wobble board | Moving a ball through a maze using weight shifts without lifting feet. | 18 x 20 min over 6 weeks | Not used | - DT | Performance on DT improved (p < 0.05), Postural control indexed by variability, regularity and smoothness improved (P < 0.05) |
| Betker [ | Healthy Adults (N = 8) | Pressure mat, 53 × 53 cm, 256 pressure sensors. | Weight shifts in AP and ML direction with cognitive tasks. | 3 × 10 min. | During gameplay: game performance, COP position | - Questionnaire: 9 questions about enjoyment, motivation to exercise, game difficulty | Internal outcome measures: NR Questionnaire: Games are challenging, attractive and more appealing than traditional exercises. |
| Bisson [ | E 1: Healthy elderly (N = 12) | Camera tracks red gloves, player projected in Virtual Environment. Force platform measures COP. | E 1: Moving cursor using weight shifts | 2 x 30 min. p/wk for 10 weeks | Not used | - Sway variability AP and ML | Sway variability: no significant group effect. |
| Lange [ | E: Healthy adults (N = 7) | Webcams, LED markers, custom step-based game. | Dance and step-based exercises in forward, backward, left, right and diagonal directions | Not specified | Not used | - Semi-structured interviews about game experience | All participants reported enjoying the experience |
| Nitz [ | E: Healthy adults (N = 8) | Wii balance board | WiiFit: Yoga, balance, aerobic and strength pre-programmed activities. | 2 x 30 min p/wk for 10 weeks. | Not used | - 6MWT | OLS for both limbs and lower limb strength improved (P < 0.05) |
| Williams [ | E: Elderly with increased fall risk (N = 15) | Nintendo Wii, Wii balance board, walking frame. | E: WiiFit, balance and aerobic exercises controlled using stepping on the board, shifting weight and performing poses. | E: 2 game sessions per week for 12 weeks. | Wii Age; number calculated by the Nintendo Wii based on game results. | - BBS | No group effect on BBS and TBA. Control group improved on FES-I (P < 0.05). Game group improved on Wii-age (P < 0.05) |
| Young [ | E: Healthy elderly (N = 6) | Wii balance board, custom games. | Catching apples and popping balloons using COP shifts without lifting feet. | 10 x 20 min. over 4 weeks | Not used | - Sway variability AP EO & EC | Sway variability AP EC improved (p < 0 .05) |
| Heiden [ | E: Healthy elderly (N = 9) | 2 Force plates (25x10x1.5 cm) | E: Playing tennis game 'Pong’ controlled using weight shifts in AP and ML directions and a dynamic stepping routine + chair exercise program. | E: 2x (16 x 60 min. chair exercises + 30 min. exergaming) p/wk for 8 weeks. | Not used | - Postural sway AP | RT during dual task and CB&M improved (p < 0.05) in intervention group |
| Agmon [ | E: Balance impaired elderly (N = 7) | Nintendo Wii, Wii balance board | 4 balance games controlled using weights shifts and stepping on the balance board | 3x30 min p/w for 3 months. | Not used | - BBS | BBS and walking speed improved (P < 0.05). |
E = Experimental group; C = Control group; N = Number of participants; RCT = Randomized controlled trial; UCT = Uncontrolled trial; CT = Controlled trial; ITS = Interrupted time series design. When no p values are presented in the table, they were not provided in the paper, 1=Same data set; NR = Not reported; ROM = Range of movement; ML = Medio-lateral; AP = Anterior-posterior; COP = Centre of pressure; SF36 PMC = SF 36 physical & mental component; NWT = Narrow walk time; DPSI = Dynamic postural stability index; SEBT = Star excursion balance test; FOE = Figure of eight; EO = Eyes open; EC = Eyes closed; DT = Dot task; RT = Reaction time; LLS = Lower limb strength; TUG = Timed-up-and-go; 6MWT = 6 minute walk test; LOS = Limits of stability; BMI = Body mass index; SPPB = Short physical performance battery; FES-I = Falls efficacy scale international; ABC scale = Activities specific balance confidence scale; BBS = Berg balance scale; TBA = Tinetti balance assessment; FES = Falls efficacy scale; CB&MS = Community balance and mobility scale; FP = Feet parallel; TS = Tandem stance; OLS = One-leg stance; BS = Bilateral stance; PACES = Physical activity enjoyment scale.
Figure 1Summary of results of uncontrolled studies evaluating training effect of exergames on balance ability of elderly. The vertical axis represents the percentage improvement between pre- and post-intervention on the outcome measure provided on the horizontal axis. The bars on the left side of the solid vertical line indicate clinical measures, the bars on the right side instrumented measures. BBS = Berg Balance Scale, FOE = Figure of Eight, CB&M = Community Balance and Mobility scale, E1 = experimental group 1, E2 = experimental group 2, FES = Fall Efficacy Scale, WS = Walking speed, TS = tandem stance time, OLS = one-leg stance time (both TS and OLS are measured in seconds), DTM = Dot gaming Task Mean, DTV = Dot gaming Task Variability, SR = Sway Root mean square values, EO = eyes open, EC = eyes closed, SE = sample entropy, AP = antero-posterior direction, ML = medio-lateral direction, MPF = mean power frequency, RT = reaction time, SR = Sway Root mean square values, * indicates a significance of P < 0.05.
Figure 2Summary of results of controlled studies evaluating training effect of exergames on balance ability of elderly. The vertical axis represents the percentage improvement between pre- and post-intervention on the outcome measure provided on the horizontal axis. Dark bars indicate the experimental group, light bars the control group. Note that [42] found an improvement in the control group where the experimental group did not improve. The bars on the left side of the solid vertical line indicate clinical measures, the bars on the right side instrumented measures. BBS = Berg Balance Scale, TBA = Tinetti Balance Assessment, FES-I = Fall Efficacy Scale International, CB&M = Community Balance and Mobility scale, 6MWT = 6 Minute Walk Test, SR = Sway Root mean square values, AP = antero-posterior direction, ML = medio-lateral direction, RT = reaction time. * indicates a significance of P < 0.05.