The effect of virtual reality gaming on dynamic balance in older adults
Abstract
BACKGROUND: physical therapy interventions that increase functional strength and balance have been shown to reduce falls in older adults. 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® 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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Two studies introduced therapeutic interventions using exercising video games to treat depression, both aimed at older adults and used Nintendo Wii.
“Two studies introduced therapeutic interventions using exercising video games to treat depression.28,40 Both were aimed at older adults, and used the Nintendo Wii device to encourage body motions during game playing.”
From Game-based digital interventions for depression therapy: a systematic review and meta-analysis (2014) · cites this paper as [40]
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Huang, K., Zhao, Y., He, R., Zhong, T., Yang, H., Chen, Y., Liu, Z., Ma, L., Jia, Y., & Chen, L. (2022) · Psychology of sport and exercise · doi:10.1016/j.psychsport.2022.102266 · Cited by 39 · see citing works
The effects of exergames on emotional well-being of older adults
Zheng, H., Li, J., Salmon, C. T., & Theng, Y. (2020) · Computers in Human Behavior · doi:10.1016/j.chb.2020.106383 · Cited by 38 · see citing works
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The Effect of Exergame Training on Physical Functioning of Healthy Older Adults: A Meta-Analysis
Hai, L., Hou, H.-Y., Zhou, C., & Li, H. (2022) · Games for Health Journal · doi:10.1089/g4h.2021.0173 · Cited by 37 · see citing works
Suleiman‐Martos, N., García‐Lara, R. A., Albendín‐García, L., Romero‐Béjar, J. L., la Fuente, G. A. C., Monsalve-Reyes, C. S., & Gómez‐Urquiza, J. L. (2021) · Journal of Advanced Nursing · doi:10.1111/jan.15138 · Cited by 36 · see citing works
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Wii Fit for Balance Training in Elderly: A Systematic Review
Afridi, A., Rathore, F. A., & Nazir, S. N. B. (2021) · Journal of College of Physicians And Surgeons Pakistan · doi:10.29271/jcpsp.2021.05.559 · Cited by 33 · see citing works
- Authors
- Rendon, A. A., Lohman, E. B., Thorpe, D., Johnson, E. G., Medina, E., & Bradley, B.
- Affiliations
- Loma Linda University (US)
- Corresponding author
- Rendon, A. A.
- Venue
- Age and Ageing
- Publisher
- Oxford University Press (OUP)
- Published
- 2012-06-06
- Volume
- 41
- Issue
- 4
- Pages
- 549-552
- ISSN
- 0002-0729 (ISSN-L)
- 1468-2834
- OpenAlex
- W2155058646
- Cited by
- 302
- References
- 12
- Citations by year
- 2026: 11 · 2025: 14 · 2024: 18 · 2023: 29 · 2022: 25 · 2021: 35 · 2020: 28 · 2019: 22 · 2018: 19 · 2017: 26 · 2016: 17 · 2015: 25 · 2014: 30 · 2013: 3
- FWCI
- 46.18
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- Age and Ageing (publishedVersion)
- PubMed (publishedVersion)
- Topics
- Health Sciences › Health Professions › Physical Therapy, Sports Therapy and Rehabilitation › Balance, Gait, and Falls Prevention
- Health Sciences › Medicine › Rehabilitation › Stroke Rehabilitation and Recovery
- Physical Sciences › Computer Science › Human-Computer Interaction › Virtual Reality Applications and Impacts
- Keywords
- virtual reality games, dynamic balance, older adults, fall prevention, balance confidence, Wii Fit, balance training, functional strength, geriatric physical therapy
- MeSH terms
- Accidental Falls, Age Factors, Aged, Aged, 80 and over, Aging, California, Postural Balance, Female, Humans, Male, Middle Aged, Time Factors, User-Computer Interface, Geriatric Assessment, Treatment Outcome, Video Games
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