![]() Therefore, the aim of this study was to evaluate the intervention effects of VR intervention among older adults with balance impairment and evaluate the effective intervention options for their balance promotion and physical function improvement. Significant improvement can be achieved by integrating and summarizing virtual game protocols to personalize each patient's intervention plan. The choice of virtual game intervention protocol, intervention frequency, and living environment (community, inpatient, and nursing facility) of the different patients in these studies may have contributed to the variability of the findings (Palacios-Navarro & Hogan, 2021). (Walker et al., 2000) added visual feedback to the balance training intervention of patients with acute stroke, and the findings did not show significant difference between the two groups. A study reported that the VR interventions group trained using virtual games did not exhibit better performance on TUG compared with the control group that received conventional treatment alone (Lee et al., 2014). However, there is inconsistency and variability in selection criteria in previous studies, so there is still no consensus on the effectiveness of VR gaming interventions on physical function, balance, and falls in the elderly population. Some commercial virtual game systems, such as the Nintendo Wii sports system, Microsoft Xbox (Kinect), and Dance Revolution System (Tong, 2016 Almajid et al., 2021 Yang et al., 2020), can detect changes in player activity and movement in the real world through wireless interface sensors, so that players can receive real-time feedback, action reflection, and reward in the 3D world to increase motivation and willingness to keep exercising. VR technology can provide a real environment for simulating exercise and experience, allowing users to interact with multiple senses and receive real-time feedback (Mohammadi et al., 2019), and it is affordable and entertaining. VR-based interventions are becoming increasingly popular around the world with the development of digital health. For example, Virtual reality (VR) -based game intervention has been widely used in physical exercise and health promotion for the elderly as a potential rehabilitation technique (Hall et al., 2016). ![]() ![]() ![]() Recent studies indicate that advances in science and technology can provide practical alternatives to traditional exercise programs. Adhering to traditional physical activities or exercise can be challenging for elderly people living alone (Pacheco, T, 2020, Yen & Chiu, 2021, PED et al., 2021). Previous studies report that regular physical exercise can delay the decline of physical function, improve balance ability, muscle strength, and other functional challenges associated with aging, which are evaluated with indicators such as promoting shorter timed up-and-go test (TUG), increased berg balance scale (BBS) scores, and improved falls efficacy scale (FES-I) (Liu et al., 2022 Meekes & Stanmore, 2017). Therefore, it is imperative to explore effective, feasible, and economical intervention measures to improve the physical activity and balance ability of the elderly to prevent falls and reduce mortality. These injuries increase the hospitalization and mortality rate of the elderly as well as increases the medical burden of the family. Some studies report that deterioration in joint proprioception and nerve connectivity inhibits accurate and timely postural adjustments in elderly patients, predisposing them to falls and even causes fractures and head injuries (Pereira, 2020). However, age-related decline in body function and balance increases the risk of falls and serious injury among the elderly. VR intervention significantly improved TUG (MD=-2.27, P<0.0001) and BBS (MD=3.41, P<0.0001) in older adults in the hospital or nursing home compared with those residing in communities.īalance is essential for older adults to perform daily activities. Subgroup analysis results showed that VR intervention was more effective on improving TUG and BBS scores than the conventional exercise group (MD=-0.54, P = 0.004 MD=3.24, P<0.001) and the non-intervention group (MD=-0.98, P = 0.001 MD=3.30, P < 0.001). The results showed that VR intervention had significant effects on hand grip strength (MD:1.30, P = 0.040), knee extension strength (MD:-6.27, P<0.001), five times sit-to-stand test scores (MD:1.13, P = 0.030), timed up-and-go test scores (MD:-1.01, P = 0.001), berg balance scale scores (MD:2.37, P <0.001), and falls efficacy scale scores (SMD:-0.28, P = 0.020). ![]() The systematic review included 23 studies. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |