Literature DB >> 28933612

Do virtual reality games improve mobility skills and balance measurements in community-dwelling older adults? Systematic review and meta-analysis.

Silvia Gr Neri1, Jefferson R Cardoso2, Lorena Cruz1, Ricardo M Lima1, Ricardo J de Oliveira1, Maura D Iversen3, Rodrigo L Carregaro4,5.   

Abstract

OBJECTIVE: To summarize evidence on the effectiveness of virtual reality games and conventional therapy or no-intervention for fall prevention in the elderly. DATA SOURCES: An electronic data search (last searched December 2016) was performed on 10 databases (Web of Science, EMBASE, PUBMED, CINAHL, LILACS, SPORTDiscus, Cochrane Library, Scopus, SciELO, PEDro) and retained only randomized controlled trials. REVIEW
METHOD: Sample characteristics and intervention parameters were compared, focusing on clinical homogeneity of demographic characteristics, type/duration of interventions, outcomes (balance, reaction time, mobility, lower limb strength and fear of falling) and low risk of bias. Based on homogeneity, a meta-analysis was considered. Two independent reviewers assessed the risk of bias.
RESULTS: A total of 28 studies met the inclusion criteria and were appraised ( n: 1121 elderly participants). We found that virtual reality games presented positive effects on balance and fear of falling compared with no-intervention. Virtual reality games were also superior to conventional interventions for balance improvements and fear of falling. The six studies included in the meta-analysis demonstrated that virtual reality games significantly improved mobility and balance after 3-6 and 8-12 weeks of intervention when compared with no-intervention. The risk of bias revealed that less than one-third of the studies correctly described the random sequence generation and allocation concealment procedures.
CONCLUSION: Our review suggests positive clinical effects of virtual reality games for balance and mobility improvements compared with no-treatment and conventional interventions. However, owing to the high risk of bias and large variability of intervention protocols, the evidence remains inconclusive and further research is warranted.

Entities:  

Keywords:  Accidental falls; elderly; physical therapy; prevention; video games

Mesh:

Year:  2017        PMID: 28933612     DOI: 10.1177/0269215517694677

Source DB:  PubMed          Journal:  Clin Rehabil        ISSN: 0269-2155            Impact factor:   3.477


  21 in total

Review 1.  Vestibular Toxicity: Causes, Evaluation Protocols, Intervention, and Management.

Authors:  Richard E Gans; Grant Rauterkus
Journal:  Semin Hear       Date:  2019-04-26

Review 2.  The Impact of the COVID-19 Pandemic on Physical Activity, Function, and Quality of Life.

Authors:  Catherine M Said; Frances Batchelor; Gustavo Duque
Journal:  Clin Geriatr Med       Date:  2022-04-22       Impact factor: 3.529

3.  Utilizing Digital Health Technologies for Patient Education in Lifestyle Medicine.

Authors:  Anne Kuwabara; Sharlene Su; Jeffrey Krauss
Journal:  Am J Lifestyle Med       Date:  2019-12-13

4.  Characteristics, Usability, and Users Experience of a System Combining Cognitive and Physical Therapy in a Virtual Environment: Positive Bike.

Authors:  Elisa Pedroli; Luca Greci; Desirèe Colombo; Silvia Serino; Pietro Cipresso; Sara Arlati; Marta Mondellini; Lorenzo Boilini; Valentina Giussani; Karine Goulene; Monica Agostoni; Marco Sacco; Marco Stramba-Badiale; Giuseppe Riva; Andrea Gaggioli
Journal:  Sensors (Basel)       Date:  2018-07-19       Impact factor: 3.576

5.  Effectiveness of exergames for improving mobility and balance in older adults: a systematic review and meta-analysis.

Authors:  T B F Pacheco; C S P de Medeiros; V H B de Oliveira; E R Vieira; F A C de Cavalcanti
Journal:  Syst Rev       Date:  2020-07-18

Review 6.  Health Promotion and Disease Prevention Interventions for the Elderly: A Scoping Review from 2015-2019.

Authors:  Ching-Ju Chiu; Jia-Chian Hu; Yi-Hsuan Lo; En-Yu Chang
Journal:  Int J Environ Res Public Health       Date:  2020-07-24       Impact factor: 3.390

7.  The effectiveness and cost-effectiveness of strength and balance Exergames to reduce falls risk for people aged 55 years and older in UK assisted living facilities: a multi-centre, cluster randomised controlled trial.

Authors:  Emma K Stanmore; Alexandra Mavroeidi; Lex D de Jong; Dawn A Skelton; Chris J Sutton; Valerio Benedetto; Luke A Munford; Wytske Meekes; Vicky Bell; Chris Todd
Journal:  BMC Med       Date:  2019-02-28       Impact factor: 8.775

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.  Age-Associated Capacity to Progress When Playing Cognitive Mobile Games: Ecological Retrospective Observational Study.

Authors:  Bruno Bonnechère; Jean-Christophe Bier; Olivier Van Hove; Sally Sheldon; Sékou Samadoulougou; Fati Kirakoya-Samadoulougou; Malgorzata Klass
Journal:  JMIR Serious Games       Date:  2020-06-12       Impact factor: 4.143

10.  The Past, Present, and Future of Virtual and Augmented Reality Research: A Network and Cluster Analysis of the Literature.

Authors:  Pietro Cipresso; Irene Alice Chicchi Giglioli; Mariano Alcañiz Raya; Giuseppe Riva
Journal:  Front Psychol       Date:  2018-11-06
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