4.7 Article

The effect of virtual reality gaming on dynamic balance in older adults

期刊

AGE AND AGEING
卷 41, 期 4, 页码 549-552

出版社

OXFORD UNIV PRESS
DOI: 10.1093/ageing/afs053

关键词

balance; virtual reality gaming; older adult; randomised; elderly

资金

  1. Loma Linda University, Department of Physical Therapy

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Aim: this study compared a virtual reality group (VRG) and a control group (CG). Design: randomised controlled 6-week intervention with pre- and post-test evaluations. Setting: outpatient geriatric orthopaedic and balance physical therapy clinic. Population: forty participants were randomised into two groups. Method: the VRG received three different Nintendo (R) Wii FIT balance interventions three times per week for 6 weeks and the CG received no intervention. Results: compared with the CG, post-intervention measurements showed significant improvements for the VRG in the 8-foot Up & Go test [median decrease of 1.0 versus -0.2 s, (P = 0.038) and the Activities-specific Balance Confidence Scale (6.9 versus 1.3%) (P = 0.038)]. Conclusion: virtual reality gaming provides clinicians with a useful tool for improving dynamic balance and balance confidence in older adults.

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