| Literature DB >> 25399408 |
Karina Iglesia Molina1, Natalia Aquaroni Ricci, Suzana Albuquerque de Moraes, Monica Rodrigues Perracini.
Abstract
The use of virtual reality through exergames or active video game, i.e. a new form of interactive gaming, as a complementary tool in rehabilitation has been a frequent focus in research and clinical practice in the last few years. However, evidence of their effectiveness is scarce in the older population. This review aim to provide a summary of the effects of exergames in improving physical functioning in older adults. A search for randomized controlled trials was performed in the databases EMBASE, MEDLINE, PsyInfo, Cochrane data base, PEDro and ISI Web of Knowledge. Results from the included studies were analyzed through a critical review and methodological quality by the PEDro scale. Thirteen studies were included in the review. The most common apparatus for exergames intervention was the Nintendo Wii gaming console (8 studies), followed by computers games, Dance video game with pad (two studies each) and only one study with the Balance Rehabilitation Unit. The Timed Up and Go was the most frequently used instrument to assess physical functioning (7 studies). According to the PEDro scale, most of the studies presented methodological problems, with a high proportion of scores below 5 points (8 studies). The exergames protocols and their duration varied widely, and the benefits for physical function in older people remain inconclusive. However, a consensus between studies is the positive motivational aspect that the use of exergames provides. Further studies are needed in order to achieve better methodological quality, external validity and provide stronger scientific evidence.Entities:
Mesh:
Year: 2014 PMID: 25399408 PMCID: PMC4247561 DOI: 10.1186/1743-0003-11-156
Source DB: PubMed Journal: J Neuroeng Rehabil ISSN: 1743-0003 Impact factor: 4.262
Figure 1Flowchart of literature search.
Data summary of randomized clinical trials using exergames with the Nintendo Wii gaming console
| Study | Sample | Trial Desing | Outcomes | Intervention | Effects Observed |
|---|---|---|---|---|---|
| Healthy older adults from a local senior living community. | Randomized controlled trial with one month follow-up. | 1) BBS. | - BBS scores significantly increased for EG participants. Post hoc analysis indicated a significant increase from pre-intervention to 1 month post-intervention but not a significant increase from pre-intervention to 1 week post-intervention. BBS score did not significantly change in the CG. | ||
| N = 12 | 2) FAB. | The intervention consisted of a series of exercises and activities chosen from the yoga (half moon, chair, warrior), aerobic (torso twists), and balance games (soccer heading, ski jump) modes. | - There was no significant improvement in FAB, FRT and TUG for either group. | ||
| 81.5 ± 5.5 yrs | 3) FRT. | Individual sessions 3x/week (30 min each session) for 3 weeks. | |||
| EG: n = 6 (withdraw = 1 during treatment and 1at follow-up) | 4) TUG. | ||||
| CG: n = 6 (withdraw = 1) | |||||
| Community dwelling elders at low-income senior housing facility. | Randomized controlled trial. | 1) BBS. | - Balance tests (BBS and Tinetti) improved in all 3 groups after the intervention period. There was a significant main effect of time (pre- to post-intervention) but no interaction between time (pre and post) and groups (Wii Fit, MOB, Control). | ||
| N = 32 | 2) Tinetti-POMA | 5 Wii Fit balance training games (soccer heading, ski jumping- slalom, tightrope, table tilt and balance bubble) with supplemental home exercises (balance and flexibility- daily). | |||
| 78.27 | 3) SF-36. | - Individual sessions 2x/week (10-15 min each session) for 3 weeks. | |||
| EG1: n = 11 | 4) Wii Fit Enjoyment Questionnaire. | - The groups were different at pre-test in SF-36 scores. There was no significant time change in SF-36 scores and non-significant group-time interaction. | |||
| EG2: n = 11 | Group sessions 2x/week (30-45 min each session) for 3 weeks. | - 81% of the EG1 participants reported high levels of enjoyment while playing the Wii games. | |||
| CG: n = 10 | |||||
| Community-dwelling older adults. | Randomized controlled trial. | 1) Maximal voluntary contraction (MVC) of leg extensors. | - Between-group difference (pre-to-post changes) favoring the EG were evident in the MVC, RFD, TUG, FES-I, and Chair Stand Test. The CoP-VM did not differ between groups. | ||
| N = 58 | 2) Postural balance- center of pressure velocity moment (CoP-VM). | Each training session was designed to include balance exercise games followed by a muscle exercise sequence. The participants could choose freely between 5 balance games (table tilt, slalom ski, perfect 10, tight rope tension, penguin slide), whereas a single exercise (standing rowing squat) was used for muscle conditioning. | - EG participants either agreed or strongly agreed with the statement that Wii training was fun and motivating. | ||
| 75 ± 6 yrs | 3) Rapid force capacity (RFD). | - Individual sessions 2x/week (35 to 40 min each session) for 10 weeks | |||
| EG: n = 28 (withdraw = 7) | 4) TUG. | ||||
| CG: n = 30 (withdraw = 2) | 5) FES-I. | The participants in CG were instructed to wear EVA insoles in their shoes everyday for the entire duration of the trial. They received phone calls to check that problems with the EVA insoles had not emerged. | |||
| 6) 30-sec repeated Chair Stand Test. | . | ||||
| 7) Likert scale regarding motivation toward Wii training. | |||||
| Geriatric Hospital | Feasibility Randomized controlled trial. | 1) TUG. | - There was no difference between groups on univariable analyses for any measures. | ||
| Rehabilitation | 2) SPPB. | Treatment focused on balance tasks (weight shift on the balance board), strength exercises for the lower limb (sustained squats or single leg extension) and aerobic capacity (stepping on and off the balance board or walking on the spot). | Multivariable analyses (based on the number of intervention sessions) adjusting for length of stay, age, gender and baseline FIM showed that EG improved more on TUG and MBBS. | ||
| Unit. | 3) Modified BBS. | Individual sessions 5x/week (25 min each session) for the duration of the participant’s stay on the unit. | - No statistically significant differences were found between groups for the SPPB, Timed IADL Test, ABC Scale or EQ5D. | ||
| N = 44 | 4) TIADL. | - In either groups, participants reported some discomfort, being musculoskeletal pain the most frequent one. Within the CG, 1 serious adverse event (conscious collapse- vasovagal). Three participants from the EG fell while on the unit in comparison to one fall reported from CG. | |||
| 84.9 ± 4.5 yrs | 5) FIM. | Treatment sessions included walk, transfers practice, walk up and down steps, balance tasks (standing on a foam block, tapping a balloon or reaching for objects), strength (e.g. use of light weights or stretches), aerobic and flexibility exercises. | |||
| EG: n = 22 (withdraw = 2) | 6) ABC Scale. | - Individual sessions 5x/week (25 min each session) for the duration of the participant’s stay on the unit. | |||
| CG: n = 22 | 7) EQ5D. | ||||
| 8) Participant reports of discomfort and adverse events. | |||||
| Independent older adults. | Randomized controlled trial. | 1) Physical Measures: | - Follow-up tests showed greater improvement in the EG than in the CG for all the physical measures except the Back-Scratch upper-right and the Borg Scale ratings. | ||
| N = 32 | - chair-stand test; | Each session began with a warm-up and finished with a cool-down. The main session comprises games from the Wii Sports, Wii Fit, and Mario & Sonic on Olympic Games. The participants’ pairs change at each session with the intention of making the exergame playing more enjoyable and motivating adherence to the regimen. | - The comparisons for measures of executive function and processing speed show that improvement was significantly greater in the EG than in the CG. | ||
| 65 to 78 yrs | - arm curl test; | Pairs sessions 2x/week (30 min each session) for 12 weeks. | - For measures of visuospatial function, the difference between the EG and CG was not significant. | ||
| EG: n = 16 (withdraw = 1) | - 6 MW (meters, borg scale max and mean HR); | - 80% of EG participants agreed that the exergame training was manageable for seniors. All participants reported that they would like to continue with exergame activity, however only 40% considered acquiring a game console. | |||
| CG: n = 16 (withdraw = 1) | - chair-sit-and-reach test; | ||||
| - back-scratch test; | |||||
| - 8 ft UG. | |||||
| 2) Cognitive battery: | |||||
| - executive control tasks (Trail- Making test, Stroop Color Word Interference test, Letter Sets test, Matrix Reasoning test2, Digit Symbol Substitution test); | |||||
| - visuospatial tasks (Spatial Span test, Directional Headings test, Mental Rotation test) | |||||
| - processing-speed tasks subdivided into two categories: perceptual speed (Cancellation test and Number Comparison test) and psychomotor speed (the Reaction Time test and Plate Tapping test). | |||||
| 3) Impression questionnaire of the exergame program. | |||||
| Independent seniors. | Randomized controlled trial- pilot study. | 1) TUG. | - Significant increase in COP area across time (pre to post-test) was seen for the three groups. Differences were detected for the COP anterior-posterior excursion (max/ min/ SD) and velocity (max/min); and COP medial-lateral excursion (min) and velocity (max). No significant group X time interactions were detected for any COP measurements. | ||
| N = 40 | 2) OLS. | - For dynamic posturography, significant improvements in the overall score (dynamic movement analysis score), and in 2 of the 3 linear and angular measures were seen for the sample. | |||
| 72.5 ± 8.40 yrs | 3) FRT. | The program was based on the Tai Chi Sun-style. The program consisted of 12 movements using small forward and backward steps, as well as weight transfers from one leg to the other. The form also focused on posture alignment, slight bending of the knees and moving slowly with a gentle resistance. | - No significant differences were seen on time or group (EG1, EG2, EG3) X time (pre-post) interaction for any field test or questionnaire. | ||
| EG1: n = 14 (withdraw = 6) | 4) Tinetti- POMA. | ||||
| EG2: n = 14 (withdraw = 3) | 5) Postural Sway Test (force plate): COP area and velocity for medial-lateral/ anterior-posterior directions. | Games used for the balance program were: soccer heading, ski slalom, ski jump, table tilt, tightrope walk, river bubble, penguin slide, snowboard slalom and lotus focus. The games were based on the control of an on-screen avatar using body movements that are detected by the balance board. The training starts with participants playing each game for 7 min. During the second day they played 5 out of the 8 games for 10 min each. The 5 games played were chosen as follows: the 3 games in which they scored the lowest on the first day of training, and 2 games of their choice. For the duration of the study, the participants played 5 out of the 8 games per session for 10 minutes each. They first played the 3 games that were not played during the previous session. These were then followed by the 2 games in which they produced their lowest cumulative scores. | |||
| EG3: n = 12 (withdraw = 4) | 6) Dynamic posturography | ||||
| - DMA (dynamic motion analysis) | 2x/ week (60 minutes each session) for 8 weeks. | ||||
| - up and down, side to side, and anterior/posterior; | |||||
| - translational and rotational movements including flexion/extension, lateral flexion, and core rotation. | |||||
| 7) FROP-Com. | |||||
| 8) FES. | |||||
| Outpatient geriatric orthopaedic and balance physical therapy clinic | Randomized controlled trial. | 1) 8 ft UG. | - Post-intervention measurements showed significant improvements for the EG in the 8 ft UG and ABC scale when compared with CG. | ||
| N = 40 | 2) ABC scale. | Treatment comprises 8 min warm-up (stationary bicycle), 3 different balance games (lunges, single leg extensions and twists) and 8-min cool-down. Participants alternated the exercise game sequence week-to-week. | - Both groups scored in the ‘normal’ classification of depression scoring by the GDS (0–9 = normal). No significant between groups differences were seen for GDS. | ||
| 60 to 95 yrs | 3) GDS. | Individual sessions 3×/week (35-45 min each session) for 6 weeks. | |||
| EG: n = 20 (withdraw = 4) | |||||
| CG: n = 20 (withdraw = 2) | |||||
| Healthy elderly living independently. | Randomized controlled trial. | 1) OLS with EO/ EC. | - After training subjects in EG1 and EG3 improved significantly in the Tinetti- POMA test and the scores of EG2 improved significantly only in the static part of the test. | ||
| N = 36 | 2) Tinetti- POMA. | - The number of times the suspended foot touched the floor during the OLS in EO/EC conditions decreased significantly after training for EG1 and EG3. | |||
| 75.09 ± 10.26 yrs | 3) Wii Fit tests (center of gravity). | The participants used the Nintendo standardized video games (heading soccer, ski jumping, yoga, downhill skiing, game balls and tightrope walker). The training was personalized because the progress in training was based on the different levels into each video game. | - The percentage difference between right and left (center of gravity position) was significantly modified for EG3 and EG2, but no significant difference appeared in EG1 after treatment. | ||
| EG1: n = 9 | - There was no significant difference between pre and post-tests for the CG. | ||||
| EG2: n = 9 | Training for EG3 were the same, but the number of repetitions was lower than the EG1 and EG 2. | ||||
| EG3: n = 9 | |||||
| CG: n = 9 |
6 MW = 6 minute walk test; 8 ft UG = 8 foot Up and Go; ABC Scale = The Activities-specific Balance Confidence Scale; BBS = Berg Balance Scale; CG = Control Group; COP = Center of Pressure; DMA = Dynamic Motion Analysis; EG = Experimental Group; EQ5D = EuroQOL Five Dimensions Questionnaire; FAB = Fullerton Advanced Balance; FES-I = Falls Efficacy Scale International; FIM = Functional Independence Measure; FROP-Com = Falls Risk for Older People-Community Setting; FRT = Functional Reach Test; GDS = Geriatric Depression Scale; MBBS = Modified Berg Balance Scale; OLS = One Leg Stance SF-36 = SF-36 health survey; SPPB = Short Physical Performance Battery; TUG = Timed Up and Go; TIADL = Timed Instrumental Activities of Daily Living; Tinetti-POMA = Tinetti Performance Oriented Mobility Assessment.
Data summary of randomized clinical trials using exergames with other devices
| Study | Sample | Trial Desing | Outcomes | Intervention | Effects Observed |
|---|---|---|---|---|---|
| Community-dwelling elderly whit history of falls from the Falls and Fractures Clinic. | Randomized controlled trial. | 1) Posturography (BRU) at six different conditions: | - After 6 weeks of intervention the EG showed significant increase in LOS and smaller elliptical areas of the EC on hard surface/ foam, optokinetic stimuli, and vertical/ horizontal visual-vestibular condition. | ||
| N = 60 | - LOS; | Treatment is consisted of visual-vestibular rehabilitation while standing and postural training virtual reality games (maze, breakfast and surfing) with increasing levels of complexity as the individual reported higher confidence and demonstrated learning of the correct postural control techniques required to pass to a higher level (maximum of 15 levels). | - After 9 months, as compared with the CG, the EG showed significantly higher level of LOS, and significantly smaller COP areas in the optokinetic stimuli and both vertical/ horizontal visual-vestibular condition. Elliptical areas of the EC on hard surface/ foam returned to the baseline values for EG. | ||
| EG: n = 30 (withdraw = 2) | - COP EO/ EC on hard surface; | - Individual sessions 2x/week (at least 30 min each session) for 6 weeks. After 6 weeks participants received the usual care until complete 9 months. | - EG subjects reported a significantly lower number of falls and lower SAFFE score as compared with the CG. | ||
| 79.3 ± 10 yrs | - COP EC on foam; | ||||
| CG: n = 30 75 ± 8 yrs | - COP optokinetic stimuli; | All participants were given general recommendations and an evidence-based care plan on falls prevention. | |||
| - COP horizontal/ vertical visual-vestibular condition; | - 9 months. | ||||
| 2) Fall history. | |||||
| 3) Gait pattern (GAIT Rite® instrumented walkway): velocity, cadence, stride length and double support time. | |||||
| 4) Grip strength using a hand dynamometer. | |||||
| 5) Venous blood. | |||||
| 6) GDS. | |||||
| 7) SAFFE. | |||||
| Residents at independent-living units. | Randomized controlled trial- pilot study. | 1) CSRT using a step pad: reaction time, movement time and total response time. | |||
| N = 37 | 2) PPA: | The game required participants to synchronize their stepping with instructions presented on the screen. For each step, score and feedback was given in the center of the screen (perfect, good, miss). To introduce an additional cognitive load, a ‘bomb’, was randomly presented. If participants failed to avoid it the bomb ‘exploded’ as an indication of the error and points were correspondingly deducted from their game score. Participants were instructed how to use the system and play the stepping game in one (90 min) session in their homes and received a manual. | - Compared to the CG, the EG significantly improved their CSRT, PPA composite scores, as well as the postural sway and contrast sensitivity PPA sub-component scores. In addition, the EG improved significantly in the TUG dual-task. | ||
| 78 ± 5 yrs | - contrast sensitivity, proprioception of the lower extremities (knee joint position sense); | - Home individual sessions 2–3x/week (15–20 min each session) for 8 weeks. | - There were no differences between groups for any of the other outcome measures. | ||
| EG: n = 18 (withdraw = 3) | - lower extremity strength (isometric knee extension); | - EG participants played a median of 2.7 sessions/week and no adverse events were reported. | |||
| CG: n = 19 (withdraw = 2) | - standing balance (postural sway on a compliant surface); | ||||
| - simple hand reaction time. | |||||
| 3) TUG and TUG dual task. | |||||
| 4) 5STS. | |||||
| 5) AST. | |||||
| 6) TMT. | |||||
| 7) INHIB. | |||||
| 8) FES. | |||||
| Participants from hostels for the aged. | Randomized controlled trial. | 1) Foot placement test: | - On foot placement performance, within-group comparison resulted in a significant improvement in ML deviation and walking velocity condition 2 in EG and no changes in the CG. Between-group comparisons revealed significant differences walking velocity condition 2 in favor of EG. | ||
| N = 31 | Condition 1: self-selected pace and place the right foot into target 1 (T1)/ Condition 2: place the right foot into target 1 and the left foot into target 2 (T2)/ Condition 3: step over an obstacle lying between the two targets. | EG received the CG program and in addition they performed a progressive video game dancing intervention. | - The within-group comparison revealed significant walking performance improvements throughout all the walking conditions for the EG. In contrast, in the CG improvements in walking performance were only observable for the normal and normal cognitive conditions. Significant between-group differences where observed in the fast cognitive condition. The EG showed a significant increase in walking speed and a decrease in single support time compared to the CG. Significant between-group differences for DTC were observed for the parameter single support time for both normal and fast walking speed favoring EG. | ||
| 86.2 ± 4.6 yrs | - M-L/ A-P deviation; | The dance video game was projected on a white wall and performed on metal dance pads. A scrolling display of arrows moving upwards across the screen cued each move, and the participants were asked to execute the indicated steps (forward, backward, right, or left) when the arrows reached the fixed raster graphic at the top of the screen, and in time with different songs. As the levels increased additional distracting visual cues, e.g., “bombs,” were presented and participants had to ignore these cues and focused on the arrows. | - FES-I questionnaire showed a reduction of concerns about falling in both groups after treatment. Between-group comparison resulted in no significant differences. | ||
| EG: n = 15 (withdraw = 4) | - walking velocity condition 2 and 3; | Group sessions 2x/ week (40 min each physical program session) and in addition individual video game sessions (10-15 min) training for 12 weeks. | |||
| CG: n = 16 (withdraw = 5) | - M-L/ A-P contact with leading foot; | ||||
| - contact with subsequent foot; | Group sessions 2x/ week (40 min each session) training for 12 weeks. | ||||
| - wrong foot. | |||||
| 2) Gait analysis: (GAITRiteW Platinum Version 4.0 software and the electronic walkway) | |||||
| - Normal/ Fast/ Normal cognitive/ Fast cognitive: velocity, cadence, step time, cycle time, stance time, single/double support time, step length; | |||||
| - dual task costs (DTC) of walking: percentage of loss relative to the single task walking performance (normal and fast walking). | |||||
| 3) Gaze behavior | |||||
| 4) FES-I. | |||||
| Community-dwelling older adults attending at day hospital. | Randomized controlled trial. | 1) BBS. | - Significant within-group and between group improvements in BBS scores were observed. Significant reductions in LOB counts on the foam surface and ABC scores were observed for the EG, but not for the CG. | ||
| N = 30 | 2) TUG. | Participants received a program of dynamic balance exercises coupled with video game play, using a center-of-pressure position signal as the computer mouse. The tasks were performed while standing on a fixed floor surface, with progression to compliant foam. Three games were developed for use (under pressure, memory match and balloon burst) | - The EG exhibited significantly greater improvements in change scores for the BBS, ABC, LOB than the CG. | ||
| EG: n = 14 (withdraw = 1) | 3) Spatial-temporal gait pattern (gait speed, swing time, stance duration, double support, single support times, step length and step width). | Individual sessions 2x/ week (45 min each session) for 4 weeks. | - No significant within-group or between-group effect on spatiotemporal gait parameters and for the composite LOB on normal surface. | ||
| 80.5 ± 6 yrs | - At baseline there was a significant group difference in TUG time, with a worse time among the EG. Although improvements in TUG time did occur in both groups, the differences between groups were not significant. | ||||
| CG: n = 13 (withdraw = 2) | 4) ABC scale. | Thera-Band and leg weights were used for strength exercises, and a cycle ergometer was used for endurance exercise. Balance exercises included hip flexion, side-leg raises, squats, and standing up from a chair and sitting down in the chair without using hands. Along with these exercises, there was an assessment of walking aids and a gait re-education program. Participants also were involved in an unsupervised walking program. | |||
| 81 ± 7 yrs | 5) MCTSIB - composite loss of balance (LOB) count for stability tasks performed on a fixed floor and on a compliant surface. | Individual sessions 2x/ week, (45 min each session) for 4 weeks. | |||
| - standing EO/ EC; | |||||
| - cyclic L/R head rotation; | |||||
| - cyclic arm lifting and lowering task; | |||||
| - cyclic L/R trunk rotations; | |||||
| - cyclic forward trunk bending. | |||||
| Patients from a geriatric falls and balance clinic. | Randomized controlled trial. | 1) Maximal isometric muscle force: knee extensor/ flexor muscle and ankle dorsiflexion. | - Within group analyses showed significant improvement after the intervention period on knee extension for both groups. CG had significant improvement on STS and EG for walking distance (6 MW test). | ||
| N = 35 | 2) STS (in 30s). | - Comparisons between groups showed significant change in time standing on a foam with EC in favoring of EG. There were no differences between groups for others outcomes. | |||
| 81.3 ± 6.9 yrs (withdraw = 8) | Four games were used and controlled through weight shifts. Games: | ||||
| EG: n = 15 | 3) Arm curl test (in 30s). | 1- Building a tower used lifting a leg. | |||
| CG: n = 12 | 4) TUG. | 2- Bursting a balloon with alternated movements for normal standing to toe. | |||
| 5) 6 MW. | 3- Controlling a tray with a drink by shifting the body position while standing on medium dense foam. | ||||
| 6) MCTSIB: firm and foam surface with EO/ EC. | 4- Catching fruits in a bucket. | ||||
| 7) OLS. | Two games were allowed at each training session if they did not exceed about 10 minutes. As patients progressed, the surface was changed to a more difficult one. | ||||
| 8) Tandem test. | Individual session 2/week (1.5 hour each session) for 12 weeks. | ||||
| 9) BBS. | |||||
| 10) DGI. | Treatment was composed of exercises standing on different surfaces (foam, tilting platforms and pillows) EO/EC, one leg balance training, walking on a line and passing an obstacle course. | ||||
| 11) FES-I. | Individual session 2/week (1.5 hour each session) for 12 weeks. |
6 MW = 6 minute walk test; ABC Scale = The Activities-specific Balance Confidence Scale; AST = Alternate Step Test; A-P = Antero – Posterior; BBS = Berg Balance Scale; CG = Control Group; COP = center of pressure; CSRT = Choice Stepping Reaction Time; EC = Eyes Closed; EO = Eyes Opened; EG = Experimental Group; FES-I = Falls Efficacy Scale International; FRT = Functional Reach Test; DGI = Dynamic Gait Index; GDS = Geriatric Depression Scale; INHIB = Inhibitory Component; L/R = Left/Right; LOS = Limit of Stability; MCTSIB = Modified Clinical Test of Sensory Interaction and Balance; M-L = Medio- Lateral; OLS = One Leg Stance; PPA = Physiological Profile Assessment; SAFFE = The Survey of Activities and Fear of Falling in the Elderly; STS = Sit to Stand; TUG = Timed Up and Go; TMT = Trail Making Test; VRE = Virtual Reality Environment.
Methodological analysis of exergames in older adults by the PEDro sclale
| Study | Eligibility criteria | Random allocation | Concealed allocation | Baseline comparability | Blind subjects | Blind therapists | Blind assessors | Adequate follow-up | Intention-to-treat analysis | Between-group comparisons | Point estimates and variability | Score |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| yes | yes | no | yes | no | no | no | yes | no | yes | yes | 5 | |
| yes | yes | no | yes | no | no | yes | no | no | yes | yes | 5 | |
| yes | yes | yes | yes | no | no | yes | yes | no | yes | yes | 7 | |
| yes | yes | no | yes | no | no | no | yes | no | yes | yes | 5 | |
| yes | yes | no | yes | no | no | yes | yes | yes | yes | yes | 7 | |
| yes | yes | yes | yes | no | no | yes | yes | yes | yes | yes | 8 | |
| yes | yes | no | yes | no | no | no | yes | no | yes | yes | 5 | |
| yes | yes | no | yes | no | no | no | no | no | yes | yes | 4 | |
| yes | yes | yes | yes | no | no | no | no | no | yes | yes | 5 | |
| yes | yes | no | yes | no | no | yes | no | yes | yes | yes | 6 | |
| yes | yes | yes | yes | no | no | no | yes | no | no | yes | 5 | |
| yes | yes | yes | yes | no | no | yes | yes | no | yes | yes | 7 | |
| yes | yes | no | yes | no | no | no | no | no | yes | yes | 4 |