Literature DB >> 24351549

Effectiveness and feasibility of virtual reality and gaming system use at home by older adults for enabling physical activity to improve health-related domains: a systematic review.

Kimberly J Miller1, Brooke S Adair, Alan J Pearce, Catherine M Said, Elizabeth Ozanne, Meg M Morris.   

Abstract

BACKGROUND: use of virtual reality and commercial gaming systems (VR/gaming) at home by older adults is receiving attention as a means of enabling physical activity.
OBJECTIVE: to summarise evidence for the effectiveness and feasibility of VR/gaming system utilisation by older adults at home for enabling physical activity to improve impairments, activity limitations or participation.
METHODS: a systematic review searching 12 electronic databases from 1 January 2000-10 July 2012 using key search terms. Two independent reviewers screened yield articles using pre-determined selection criteria, extracted data using customised forms and applied the Cochrane Collaboration Risk of Bias Tool and the Downs and Black Checklist to rate study quality.
RESULTS: fourteen studies investigating the effects of VR/gaming system use by healthy older adults and people with neurological conditions on activity limitations, body functions and physical impairments and cognitive and emotional well-being met the selection criteria. Study quality ratings were low and, therefore, evidence was not strong enough to conclude that interventions were effective. Feasibility was inconsistently reported in studies. Where feasibility was discussed, strong retention (≥70%) and adherence (≥64%) was reported. Initial assistance to use the technologies, and the need for monitoring exertion, aggravation of musculoskeletal symptoms and falls risk were reported.
CONCLUSIONS: existing evidence to support the feasibility and effectiveness VR/gaming systems use by older adults at home to enable physical activity to address impairments, activity limitations and participation is weak with a high risk of bias. The findings of this review may inform future, more rigorous research.

Entities:  

Keywords:  effectiveness; gaming; older people; physical activity; systematic review; virtual reality

Mesh:

Year:  2013        PMID: 24351549     DOI: 10.1093/ageing/aft194

Source DB:  PubMed          Journal:  Age Ageing        ISSN: 0002-0729            Impact factor:   10.668


  34 in total

1.  Autonomous Use of the Home Virtual Rehabilitation System: A Feasibility and Pilot Study.

Authors:  Gerard G Fluet; Qinyin Qiu; Jigna Patel; Amanda Cronce; Alma S Merians; Sergei V Adamovich
Journal:  Games Health J       Date:  2019-12

2.  Pilot testing a digital pet avatar for older adults.

Authors:  Nai-Ching Chi; Olivia Sparks; Shih-Yin Lin; Amanda Lazar; Hilaire J Thompson; George Demiris
Journal:  Geriatr Nurs       Date:  2017-05-04       Impact factor: 2.361

3.  Design and Evaluation of an Interactive Exercise Coaching System for Older Adults: Lessons Learned.

Authors:  Ferda Ofli; Gregorij Kurillo; Štěpán Obdržálek; Ruzena Bajcsy; Holly Brugge Jimison; Misha Pavel
Journal:  IEEE J Biomed Health Inform       Date:  2015-01-13       Impact factor: 5.772

4.  Understanding How Sensory Changes Experienced by Individuals with a Range of Age-Related Cognitive Changes Can Effect Technology Use.

Authors:  Emma Dixon; Jesse Anderson; Amanda Lazar
Journal:  ACM Trans Access Comput       Date:  2022

5.  Immersive Virtual Reality as a Novel Physical Therapy Approach for Nonagenarians: Usability and Effects on Balance Outcomes of a Game-Based Exercise Program.

Authors:  Pablo Campo-Prieto; José Mª Cancela-Carral; Borja Alsina-Rey; Gustavo Rodríguez-Fuentes
Journal:  J Clin Med       Date:  2022-07-05       Impact factor: 4.964

Review 6.  The Impact of the COVID-19 Pandemic on Physical Activity, Function, and Quality of Life.

Authors:  Catherine M Said; Frances Batchelor; Gustavo Duque
Journal:  Clin Geriatr Med       Date:  2022-04-22       Impact factor: 3.529

7.  A systematic review of physical activity and quality of life and well-being.

Authors:  David X Marquez; Susan Aguiñaga; Priscilla M Vásquez; David E Conroy; Kirk I Erickson; Charles Hillman; Chelsea M Stillman; Rachel M Ballard; Bonny Bloodgood Sheppard; Steven J Petruzzello; Abby C King; Kenneth E Powell
Journal:  Transl Behav Med       Date:  2020-10-12       Impact factor: 3.046

8.  Feasibility, Acceptability, and Efficacy of Virtual Reality Training for Older Adults and People With Disabilities: Single-Arm Pre-Post Study.

Authors:  Pui Hing Chau; Yan Yan Jojo Kwok; Mee Kie Maggie Chan; Ka Yu Daniel Kwan; Kam Lun Wong; Ying Ho Tang; Kan Lung Peter Chau; Sheung Wa Matthew Lau; Yan Yan Yannex Yiu; Mei Yan Fanny Kwong; Wai Ting Thomas Lai; Mun Kit Leung
Journal:  J Med Internet Res       Date:  2021-05-04       Impact factor: 5.428

Review 9.  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

Review 10.  Evaluation of the Effectiveness of Digital Technology Interventions to Reduce Loneliness in Older Adults: Systematic Review and Meta-analysis.

Authors:  Syed Ghulam Sarwar Shah; David Nogueras; Hugo Cornelis van Woerden; Vasiliki Kiparoglou
Journal:  J Med Internet Res       Date:  2021-06-04       Impact factor: 5.428

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