2012
DOI: 10.1093/ageing/afs053
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The effect of virtual reality gaming on dynamic balance in older adults

Abstract: virtual reality gaming provides clinicians with a useful tool for improving dynamic balance and balance confidence in older adults.

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Cited by 263 publications
(306 citation statements)
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“…The primary aim of the reviewed studies was to evaluate the potential effect of gaming/VR exercise on balance, either alone (9,12,(32)(33)(34)(35)(36)(37)(38)(39)(40)(41)(42)(43)(44)(45)(46), in combination with other physical abilities such as strength or mobility (11,13,(47)(48)(49)(50)(51), or in combination with falls or fear of falling, cognition, quality of life, or user experience (52)(53)(54)(55)(56)(57)(58)(59)(60)(61)(62). Seven studies investigated the effect of gaming/VR exercise on gait parameters (63)(64)(65)(66)(67)(68)(69), and six studies examined the effectiveness with regard to different physical functions and associated fall risk (10,(70)(71)(72)…”
Section: Study Characteristicsmentioning
confidence: 99%
See 1 more Smart Citation
“…The primary aim of the reviewed studies was to evaluate the potential effect of gaming/VR exercise on balance, either alone (9,12,(32)(33)(34)(35)(36)(37)(38)(39)(40)(41)(42)(43)(44)(45)(46), in combination with other physical abilities such as strength or mobility (11,13,(47)(48)(49)(50)(51), or in combination with falls or fear of falling, cognition, quality of life, or user experience (52)(53)(54)(55)(56)(57)(58)(59)(60)(61)(62). Seven studies investigated the effect of gaming/VR exercise on gait parameters (63)(64)(65)(66)(67)(68)(69), and six studies examined the effectiveness with regard to different physical functions and associated fall risk (10,(70)(71)(72)…”
Section: Study Characteristicsmentioning
confidence: 99%
“…Exercise through video games, socalled exergames, is used progressively more to increase physical activity and improve health and physical function in older adults (1,(3)(4)(5), and there is growing interest in using exergames as a potential rehabilitation tool to facilitate specific exercises in different clinical groups (6)(7)(8). Studies suggest that exergaming promotes improvements in mobility (9,10), muscular strength of the lower limbs (11), balance control (2,12,13), and cognition (14) in older adults.…”
Section: Introductionmentioning
confidence: 99%
“…Most of the ten papers, which the participants were healthy elderly people ( [27], [28], [29], [30], [31], [32], [33], [34], [35], [36]), focused on balance and postural control. Eight of them showed improvement in balance after exergame program.…”
Section: Physical Impactsmentioning
confidence: 99%
“…Of these, five were methodologically classified as semi-experimental or interventional with pre-and post-training analysis but without the methodological strictness of a randomized clinical trial [13][14][15][16][17] , and the other five as randomized controlled trials [18][19][20][21][22] .…”
Section: Dynamic Balancementioning
confidence: 99%
“…In relation to the types of games used, the studies oscillated from two to eight different games for training; in one of the studies there was no description. In six studies there was a protocol in order to perform the training with Wii Fit 13,14,16,17,21,22 and there was supervision throughout all sessions in four of the studies 17,19,20,22 .…”
Section: Dynamic Balancementioning
confidence: 99%