Literature DB >> 32520612

Virtual Reality Balance Games Provide Little Muscular Challenge to Prevent Muscle Weakness in Healthy Older Adults.

Aijse W de Vries1, Jente Willaert2, Ilse Jonkers2, Jaap H van Dieën3, Sabine M P Verschueren1.   

Abstract

Objective: Muscle weakness is an important risk factor for falls in older adults. Intensity and duration of muscle activity are important determinants of exercise effectiveness in combating muscle weakness. The aim of this article was to assess the intensity and duration of muscle activity in virtual reality (VR) balance games. Materials and
Methods: Thirty young and 30 healthy older adults played seven different VR balance games. Muscle activity of the vastus lateralis, vastus medialis, soleus, and gluteus medius was obtained using surface electromyography (EMG). The processed EMG signals were divided into 200-ms blocks, after which each block was categorized by its average normalized EMG activity, that is, >80%, 60%-80%, 40%-60%, or <40% of maximum voluntary contraction (MVC). We calculated the total number of blocks in each category to score intensity, as well as the maximal number of consecutive 200-ms blocks (MCBs) >40% MVC, to identify prolonged muscle activity.
Results: Muscle activity during game play was mostly <40% MVC and prolonged activation was lacking. Only the games that included more dynamic movements showed activation blocks of higher intensity and resulted in more MCBs.
Conclusion: Our method allowed us to analyze the overall muscle activity and the distribution of activity over a trial. Although the activation levels during these VR games were low in general, we identified game elements that could potentially provide a strength training stimulus. Future research should aim to implement these elements, such that the intensity, prolonged activity, and rest are optimized to sufficiently challenge lower limb muscles in VR training.

Entities:  

Keywords:  Balance; Muscle activity; Older adults; Virtual reality

Mesh:

Year:  2020        PMID: 32520612     DOI: 10.1089/g4h.2019.0036

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


  3 in total

1.  Developing a virtual reality for people with dementia in nursing homes based on their psychological needs: a feasibility study.

Authors:  Jung-Hee Kim; Seonmin Park; Hyeongji Lim
Journal:  BMC Geriatr       Date:  2021-03-07       Impact factor: 3.921

2.  Appraising Virtual Technologies' Impact on Older Citizens' Mental Health-A Comparative between 360° Video and Virtual Reality.

Authors:  Lucas Kupczik; William Farrelly; Shane Wilson
Journal:  Int J Environ Res Public Health       Date:  2022-09-07       Impact factor: 4.614

3.  Overground Walking in a Fully Immersive Virtual Reality: A Comprehensive Study on the Effects on Full-Body Walking Biomechanics.

Authors:  Brian Horsak; Mark Simonlehner; Lucas Schöffer; Bernhard Dumphart; Arian Jalaeefar; Matthias Husinsky
Journal:  Front Bioeng Biotechnol       Date:  2021-12-03
  3 in total

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