Literature DB >> 30153062

Is Kinect Training Superior to Conventional Balance Training for Healthy Older Adults to Improve Postural Control?

Mariann Sápi1, Andrea Domján2, Anna Fehérné Kiss1, Sándor Pintér3.   

Abstract

OBJECTIVE: To investigate the effects of balance training to improve postural control in adults older than 60. Our aim was to find out if Kinect training is superior to the conventional balance training in aspects of functional balance tests and posturography measurements testing postural stability through visual feedback.
MATERIALS AND METHODS: Thirty subjects participated in the Kinect training group (29 women and 1 man), practiced Kinect Adventures and Sports, 23 volunteers (22 women and 1 man) attended the conventional balance training, and 22 participants (18 women and 4 men) were allocated to the no-intervention control group. Both interventions lasted for 6 weeks, three times a week, and 30 minutes per session. The Four-Square Step Test, Functional Reach Test, Timed Up and Go test, Timed Up and Go cognitive dual-task test were measured, and for the assessment of the limit of stability (LOS), we used computerized posturography. Measurements were taken before the training at baseline and 6 weeks after (follow-up) the interventions. Statistical analysis was done through two-factor mixed analysis of variance and Newman-Keuls post hoc test.
RESULTS: Both training groups showed progress in the follow-up measurements; however, more statistically significant improvements were found in favor of the Kinect balance training group (Timed Up and Go test [P < 0.05], Timed Up and Go cognitive dual-task test [P < 0.05], Four-Square Step Test [P < 0.05], Functional Reach Test [P < 0.05], LOS movement velocity [P < 0.05]).
CONCLUSION: Our results suggest that Kinect balance training may be a preferable and safe method for the healthy older adults to improve postural control and reduce the possibility of falling.

Entities:  

Keywords:  Aged; Physical therapy modalities; Postural balance; Virtual reality

Mesh:

Year:  2018        PMID: 30153062     DOI: 10.1089/g4h.2018.0027

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


  6 in total

1.  Impact of Motor-Cognitive Interventions on Selected Gait and Balance Outcomes in Older Adults: A Systematic Review and Meta-Analysis of Randomized Controlled Trials.

Authors:  Kaja Teraz; Luka Šlosar; Armin H Paravlić; Eling D de Bruin; Uros Marusic
Journal:  Front Psychol       Date:  2022-06-16

2.  Results and Guidelines From a Repeated-Measures Design Experiment Comparing Standing and Seated Full-Body Gesture-Based Immersive Virtual Reality Exergames: Within-Subjects Evaluation.

Authors:  Wenge Xu; Hai-Ning Liang; Qiuyu He; Xiang Li; Kangyou Yu; Yuzheng Chen
Journal:  JMIR Serious Games       Date:  2020-07-27       Impact factor: 4.143

3.  The Effects of Exergaming Training on Balance in Healthy Elderly Women-A Pilot Study.

Authors:  Anna Brachman; Wojciech Marszałek; Anna Kamieniarz; Justyna Michalska; Michał Pawłowski; Anna Akbaş; Grzegorz Juras
Journal:  Int J Environ Res Public Health       Date:  2021-02-03       Impact factor: 3.390

4.  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

Review 5.  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

6.  A Computational Framework Towards the Tele-Rehabilitation of Balance Control Skills.

Authors:  Kubra Akbas; Carlotta Mummolo
Journal:  Front Robot AI       Date:  2021-06-09
  6 in total

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