Literature DB >> 28290746

Virtual Reality Training With Three-Dimensional Video Games Improves Postural Balance and Lower Extremity Strength in Community-Dwelling Older Adults.

Yongwoo Lee, Wonjae Choi, Kyeongjin Lee, Changho Song, Seungwon Lee.   

Abstract

Avatar-based three-dimensional technology is a new approach to improve physical function in older adults. The aim of this study was to use three-dimensional video gaming technology in virtual reality training to improve postural balance and lower extremity strength in a population of community-dwelling older adults. The experimental group participated in the virtual reality training program for 60 min, twice a week, for 6 weeks. Both experimental and control groups were given three times for falls prevention education at the first, third, and fifth weeks. The experimental group showed significant improvements not only in static and dynamic postural balance but also lower extremity strength (p < .05). Furthermore, the experimental group was improved to overall parameters compared with the control group (p < .05). Therefore, three-dimensional video gaming technology might be beneficial for improving postural balance and lower extremity strength in community-dwelling older adults.

Keywords:  3-dimensional; falls; older adults; postural balance; virtual reality

Mesh:

Year:  2017        PMID: 28290746     DOI: 10.1123/japa.2015-0271

Source DB:  PubMed          Journal:  J Aging Phys Act        ISSN: 1063-8652            Impact factor:   1.961


  9 in total

1.  Effect of Wii Fit Exercise With Balance and Lower Limb Muscle Strength in Older Adults: A Meta-Analysis.

Authors:  Haoyan Liu; Yu Xing; Ying Wu
Journal:  Front Med (Lausanne)       Date:  2022-05-06

2.  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

3.  Video Games and Other Online Activities May Improve Health in Ageing.

Authors:  Marios Kyriazis; Elisavet Kiourti
Journal:  Front Med (Lausanne)       Date:  2018-01-29

4.  Effects of an Immersive Virtual Reality Environment on Muscle Strength, Proprioception, Balance, and Gait of a Middle-Aged Woman Who Had Total Knee Replacement: A Case Report.

Authors:  Soungkyun Hong; GyuChang Lee
Journal:  Am J Case Rep       Date:  2019-11-07

5.  Role of Virtual Reality in Balance Training in Patients with Spinal Cord Injury: A Prospective Comparative Pre-Post Study.

Authors:  Madhusree Sengupta; Anupam Gupta; Meeka Khanna; U K Rashmi Krishnan; Dhritiman Chakrabarti
Journal:  Asian Spine J       Date:  2019-10-04

6.  The Effect of Video Game-Based Interventions on Performance and Cognitive Function in Older Adults: Bayesian Network Meta-analysis.

Authors:  Chao Yang; Xiaolei Han; Mingxue Jin; Jianhui Xu; Yiren Wang; Yajun Zhang; Chonglong Xu; Yingshi Zhang; Enshi Jin; Chengzhe Piao
Journal:  JMIR Serious Games       Date:  2021-12-30       Impact factor: 4.143

7.  The role of motivation factors in exergame interventions for fall prevention in older adults: A systematic review and meta-analysis.

Authors:  Margot Buyle; Yujin Jung; Marousa Pavlou; Sergi Costafreda Gonzalez; Doris-Eva Bamiou
Journal:  Front Neurol       Date:  2022-08-05       Impact factor: 4.086

Review 8.  The Effect of Mixed Reality Technologies for Falls Prevention Among Older Adults: Systematic Review and Meta-analysis.

Authors:  Anna Nishchyk; Weiqin Chen; Are Hugo Pripp; Astrid Bergland
Journal:  JMIR Aging       Date:  2021-06-30

9.  The Effectiveness of Virtual Reality Exercise on Individual's Physiological, Psychological and Rehabilitative Outcomes: A Systematic Review.

Authors:  Jiali Qian; Daniel J McDonough; Zan Gao
Journal:  Int J Environ Res Public Health       Date:  2020-06-10       Impact factor: 3.390

  9 in total

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