The DOI matches its Crossref record; 12 of the 12 references it cites were found in a registry or an index.
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.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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Metadata
- 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
About these checks
Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
Statistics and arithmetic are recomputed, not judged.
Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.
What counts as a claim ›How we measure confidence ›How we check this ›
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