Literature DB >> 26193189

Interactive Videogame Technologies to Support Independence in the Elderly: A Narrative Review.

Hannah R Marston1, Stuart T Smith2.   

Abstract

In recent years the use of videogame technology has increased within the domain of health, in particular to facilitate rehabilitation following a stroke or fall. This review presents an overview of how videogame technologies can be used to address health issues contributing to reduced independence in older adults. Four themes were identified: (1) hardware, (2) software, (3) health issues addressed using videogames, and (4) clinicians' perspectives. Several recommendations have been proposed to build upon the use and integration of videogame technology into rehabilitation and training for older adults. In particular, the use of videogames for health requires an appropriate game classification system for development of games that are appropriate for the physical, cognitive, and social requirements of older adults or those living with a disability.

Entities:  

Year:  2012        PMID: 26193189     DOI: 10.1089/g4h.2011.0008

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


  10 in total

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

Authors:  Seline Wüest; Nunzio Alberto Borghese; Michele Pirovano; Renato Mainetti; Rolf van de Langenberg; Eling D de Bruin
Journal:  Games Health J       Date:  2014-04-01

Review 2.  Assessing video games to improve driving skills: a literature review and observational study.

Authors:  Damian Sue; Pradeep Ray; Amir Talaei-Khoei; Jitendra Jonnagaddala; Suchada Vichitvanichphong
Journal:  JMIR Serious Games       Date:  2014-08-07       Impact factor: 4.143

3.  No Overt Effects of a 6-Week Exergame Training on Sensorimotor and Cognitive Function in Older Adults. A Preliminary Investigation.

Authors:  Madeleine Ordnung; Maike Hoff; Elisabeth Kaminski; Arno Villringer; Patrick Ragert
Journal:  Front Hum Neurosci       Date:  2017-04-04       Impact factor: 3.169

4.  Feasibility of Kinect-Based Games for Balance Rehabilitation: A Case Study.

Authors:  Ines Ayed; Adel Ghazel; Antoni Jaume-I-Capó; Gabriel Moya-Alcover; Javier Varona; Pau Martínez-Bueso
Journal:  J Healthc Eng       Date:  2018-07-09       Impact factor: 2.682

5.  Older Adults' Perceptions of ICT: Main Findings from the Technology In Later Life (TILL) Study.

Authors:  Hannah Ramsden Marston; Rebecca Genoe; Shannon Freeman; Cory Kulczycki; Charles Musselwhite
Journal:  Healthcare (Basel)       Date:  2019-07-04

Review 6.  Mobile Self-Monitoring ECG Devices to Diagnose Arrhythmia that Coincide with Palpitations: A Scoping Review.

Authors:  Hannah Ramsden Marston; Robin Hadley; Duncan Banks; María Del Carmen Miranda Duro
Journal:  Healthcare (Basel)       Date:  2019-08-16

7.  Are exergames promoting mobility an attractive alternative to conventional self-regulated exercises for elderly people in a rehabilitation setting? Study protocol of a randomized controlled trial.

Authors:  Viviane Hasselmann; Peter Oesch; Luis Fernandez-Luque; Stefan Bachmann
Journal:  BMC Geriatr       Date:  2015-09-07       Impact factor: 3.921

Review 8.  Systematic review of Kinect applications in elderly care and stroke rehabilitation.

Authors:  David Webster; Ozkan Celik
Journal:  J Neuroeng Rehabil       Date:  2014-07-03       Impact factor: 4.262

9.  Movement-based interaction applied to physical rehabilitation therapies.

Authors:  Juan Enrique Garrido Navarro; Victor Manuel Ruiz Penichet; María Dolores Lozano Pérez
Journal:  J Med Internet Res       Date:  2014-12-09       Impact factor: 5.428

10.  "Who Doesn't Think about Technology When Designing Urban Environments for Older People?" A Case Study Approach to a Proposed Extension of the WHO's Age-Friendly Cities Model.

Authors:  Hannah R Marston; Joost van Hoof
Journal:  Int J Environ Res Public Health       Date:  2019-09-20       Impact factor: 3.390

  10 in total

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