Literature DB >> 24804155

Usability and Effects of an Exergame-Based Balance Training Program.

Seline Wüest1, Nunzio Alberto Borghese2, Michele Pirovano2, Renato Mainetti2, Rolf van de Langenberg1, Eling D de Bruin3.   

Abstract

Background: Post-stroke recovery benefits from structured, intense, challenging, and repetitive therapy. Exergames have emerged as promising to achieve sustained therapy practice and patient motivation. This study assessed the usability and effects of exergames on balance and gait. Subjects and
Methods: Sixteen elderly participants were provided with the study intervention based on five newly developed exergames. The participants were required to attend 36 training sessions; lasting for 20 minutes each. Adherence, attrition and acceptance were assessed together with (1) Berg Balance Scale, (2) 7-m Timed Up and Go, (3) Short Physical Performance Battery, (4) force platform stance tests, and (5) gait analysis.
Results: Thirteen participants completed the study (18.8 percent attrition), without missing a single training session (100 percent adherence). Participants showed high acceptance of the intervention. Only minor adaptations in the program were needed based on the users' feedback. No changes in center of pressure area during quiet stance on both stable and unstable surfaces and no changes of walking parameters were detected. Scores for the Berg Balance Scale (P=0.007; r=0.51), the 7-m Timed Up and Go (P=0.002; r=0.56), and the Short Physical Performance Battery (P=0.013; r=0.48) increased significantly with moderate to large effect sizes.
Conclusion: Participants evaluated the usability of the virtual reality training intervention positively. Results indicate that the intervention improves gait- and balance-related physical performance measures in untrained elderly. The present results warrant a clinical explorative study investigating the usability and effectiveness of the exergame-based program in stroke patients.

Entities:  

Year:  2014        PMID: 24804155      PMCID: PMC3996993          DOI: 10.1089/g4h.2013.0093

Source DB:  PubMed          Journal:  Games Health J        ISSN: 2161-783X


  38 in total

1.  Bradypedia: is gait speed ready for clinical use?

Authors:  S Studenski
Journal:  J Nutr Health Aging       Date:  2009-12       Impact factor: 4.075

2.  Computational Intelligence and Game Design for Effective At-Home Stroke Rehabilitation.

Authors:  Nunzio Alberto Borghese; Michele Pirovano; Pier Luca Lanzi; Seline Wüest; Eling D de Bruin
Journal:  Games Health J       Date:  2013-04

3.  Biomechanical walking pattern changes in the fit and healthy elderly.

Authors:  D A Winter; A E Patla; J S Frank; S E Walt
Journal:  Phys Ther       Date:  1990-06

Review 4.  Stroke rehabilitation.

Authors:  Peter Langhorne; Julie Bernhardt; Gert Kwakkel
Journal:  Lancet       Date:  2011-05-14       Impact factor: 79.321

5.  Is leg muscle strength correlated with functional balance and mobility among inpatients in geriatric rehabilitation?

Authors:  Låtta Hasselgren; Lillemor Lundin Olsson; Lars Nyberg
Journal:  Arch Gerontol Geriatr       Date:  2010-12-14       Impact factor: 3.250

6.  Six minute walking distance in healthy elderly subjects.

Authors:  T Troosters; R Gosselink; M Decramer
Journal:  Eur Respir J       Date:  1999-08       Impact factor: 16.671

7.  Gait parameters following stroke: a practical assessment.

Authors:  H P von Schroeder; R D Coutts; P D Lyden; E Billings; V L Nickel
Journal:  J Rehabil Res Dev       Date:  1995-02

8.  Effects of interactive video-game based system exercise on the balance of the elderly.

Authors:  Chien-Hung Lai; Chih-Wei Peng; Yu-Luen Chen; Ching-Ping Huang; Yu-Ling Hsiao; Shih-Ching Chen
Journal:  Gait Posture       Date:  2012-11-21       Impact factor: 2.840

9.  Is the Nintendo Wii Fit really acceptable to older people? A discrete choice experiment.

Authors:  Kate Laver; Julie Ratcliffe; Stacey George; Leonie Burgess; Maria Crotty
Journal:  BMC Geriatr       Date:  2011-10-20       Impact factor: 3.921

Review 10.  Design considerations for a theory-driven exergame-based rehabilitation program to improve walking of persons with stroke.

Authors:  Seline Wüest; Rolf van de Langenberg; Eling D de Bruin
Journal:  Eur Rev Aging Phys Act       Date:  2013-12-07       Impact factor: 3.878

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  18 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.  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

3.  Sensory-motor training targeting motor dysfunction and muscle weakness in long-term care elderly combined with motivational strategies: a single blind randomized controlled study.

Authors:  Slavko Rogan; Lorenz Radlinger; Heiner Baur; Dietmar Schmidtbleicher; Rob A de Bie; Eling D de Bruin
Journal:  Eur Rev Aging Phys Act       Date:  2016-05-28       Impact factor: 3.878

4.  Exergames Encouraging Exploration of Hemineglected Space in Stroke Patients With Visuospatial Neglect: A Feasibility Study.

Authors:  Bernadette C Tobler-Ammann; Elif Surer; Eling D de Bruin; Marco Rabuffetti; N Alberto Borghese; Renato Mainetti; Michele Pirovano; Lia Wittwer; Ruud H Knols
Journal:  JMIR Serious Games       Date:  2017-08-25       Impact factor: 4.143

5.  Exergames for the corporate wellness program in Singapore: An investigation of employees' acceptance via watching Kinect video.

Authors:  Jinhui Li; Yin-Leng Theng; Wei Lun Cheong; Yi Fei Hoo; My Dung Ngo
Journal:  Digit Health       Date:  2016-06-17

6.  Acceptance of different design exergames in elders.

Authors:  Chih-Kuang Chen; Tsai-Hsuan Tsai; Yin-Chou Lin; Chung-Chih Lin; Su-Chu Hsu; Chia-Ying Chung; Yu-Cheng Pei; Alice M K Wong
Journal:  PLoS One       Date:  2018-07-05       Impact factor: 3.240

7.  Exergame-Driven High-Intensity Interval Training in Untrained Community Dwelling Older Adults: A Formative One Group Quasi- Experimental Feasibility Trial.

Authors:  Stefanie Rebsamen; Ruud H Knols; Pierrette Baschung Pfister; Eling D de Bruin
Journal:  Front Physiol       Date:  2019-08-07       Impact factor: 4.566

8.  Multi-Exergames to Set Targets and Supplement the Intensified Conventional Balance Training in Patients With Stroke: A Randomized Pilot Trial.

Authors:  Imre Cikajlo; Marko Rudolf; Renato Mainetti; Nunzio Alberto Borghese
Journal:  Front Psychol       Date:  2020-04-02

9.  The effect of a VR exercise program on falls and depression in the elderly with mild depression in the local community.

Authors:  Jong-Eun Yang; Tac-Young Lee; Jin-Kyung Kim
Journal:  J Phys Ther Sci       Date:  2017-12-07

10.  Usability Test of Exercise Games Designed for Rehabilitation of Elderly Patients After Hip Replacement Surgery: Pilot Study.

Authors:  Yun Ling; Louis P Ter Meer; Zerrin Yumak; Remco C Veltkamp
Journal:  JMIR Serious Games       Date:  2017-10-12       Impact factor: 4.143

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