Literature DB >> 24406711

Using commercial video games for falls prevention in older adults: the way for the future?

Eva Pietrzak1, Cristina Cotea, Stephen Pullman.   

Abstract

BACKGROUND AND
PURPOSE: Falls in older adults are an increasingly costly public health issue. There are many fall prevention strategies that are effective. However, with an increasing population of older people and ever-decreasing availability of health practitioners and health funding, novel modes of intervention are being developed, including those relying on computer technologies.The aim of this article was to review the literature on the use of exergaming to prevent falls in older adult persons living in the community.
METHODS: The Cochrane, Medline, and Embase databases were searched using prespecified search terms. To be included, studies had to investigate the effect of using commercially available consoles and video games on outcome measures such as a decrease in falls, improvements in balance control or gait parameters, decreased fear of falling, and attitude to exercise in older adult persons living in the community. All study designs with the exception of single-person case studies were included. Articles had to be published in peer-reviewed journals in the English language.
RESULTS: Nineteen studies fulfilled the inclusion criteria. The following outcomes were observed: (1) using computer-based virtual reality gaming for balance training in older adults was feasible; (2) the majority of studies showed a positive effect of exergaming on balance control; (3) some studies showed a positive effect on balance confidence and gait parameters; (4) the effect was seen across the age and sex spectrum of older adults, including those with and without balance impairment.
CONCLUSIONS: There is as yet no evidence that using virtual reality games will prevent falls, but there is an indication that their use in balance training may improve balance control, which in turn may lead to falls prevention.

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Mesh:

Year:  2014        PMID: 24406711     DOI: 10.1519/JPT.0b013e3182abe76e

Source DB:  PubMed          Journal:  J Geriatr Phys Ther        ISSN: 1539-8412            Impact factor:   3.381


  9 in total

1.  Effect of eHealth-delivered exercise programmes on balance in people aged 65 years and over living in the community: a systematic review and meta-analysis of randomised controlled trials.

Authors:  Meghan Ambrens; Stephanie Alley; Juliana S Oliveira; Quyen To; Kim Delbaere; Corneel Vandelanotte; Anne Tiedemann
Journal:  BMJ Open       Date:  2022-06-10       Impact factor: 3.006

2.  A Physical Therapy Mobility Checkup for Older Adults: Feasibility and Participant Preferences From a Discrete Choice Experiment.

Authors:  Dalerie Lieberz; Hannah Borgeson; Steven Dobson; Lindsey Ewings; Karen Johnson; Kori Klaysmat; Abby Schultz; Rachel Tasson; Alexandra L Borstad
Journal:  J Patient Cent Res Rev       Date:  2022-01-17

Review 3.  A scoping review of physical activity interventions for older adults.

Authors:  Jennifer Taylor; Sarah Walsh; Wing Kwok; Marina B Pinheiro; Juliana Souza de Oliveira; Leanne Hassett; Adrian Bauman; Fiona Bull; Anne Tiedemann; Catherine Sherrington
Journal:  Int J Behav Nutr Phys Act       Date:  2021-06-30       Impact factor: 6.457

4.  Exergaming Platform for Older Adults Residing in Long-Term Care Homes: User-Centered Design, Development, and Usability Study.

Authors:  Charlene H Chu; Renée K Biss; Amanda My Linh Quan; Henrique Matulis; Lara Cooper
Journal:  JMIR Serious Games       Date:  2021-03-09       Impact factor: 4.143

Review 5.  Virtual reality using games for improving physical functioning in older adults: a systematic review.

Authors:  Karina Iglesia Molina; Natalia Aquaroni Ricci; Suzana Albuquerque de Moraes; Monica Rodrigues Perracini
Journal:  J Neuroeng Rehabil       Date:  2014-11-15       Impact factor: 4.262

6.  Are Virtual Rehabilitation Technologies Feasible Models to Scale an Evidence-Based Fall Prevention Program? A Pilot Study Using the Kinect Camera.

Authors:  Tiffany E Shubert; Jeanna Basnett; Anang Chokshi; Mark Barrett; Ravi Komatireddy
Journal:  JMIR Rehabil Assist Technol       Date:  2015-11-05

7.  A Study Protocol for Applying User Participation and Co-Learning-Lessons Learned from the eBalance Project.

Authors:  Anna Cristina Åberg; Kjartan Halvorsen; Ingrid From; Åsa Bergman Bruhn; Lars Oestreicher; Anita Melander-Wikman
Journal:  Int J Environ Res Public Health       Date:  2017-05-10       Impact factor: 3.390

Review 8.  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

9.  Fear of falling: efficacy of virtual reality associated with serious games in elderly people.

Authors:  Fanny Levy; Pierre Leboucher; Gilles Rautureau; Odile Komano; Bruno Millet; Roland Jouvent
Journal:  Neuropsychiatr Dis Treat       Date:  2016-04-15       Impact factor: 2.570

  9 in total

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