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

Age Ageing. 2012 Jul;41(4):549-52. doi: 10.1093/ageing/afs053. Epub 2012 Jun 6.

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.

Publication types

  • Randomized Controlled Trial
  • Research Support, Non-U.S. Gov't

MeSH terms

  • Accidental Falls / prevention & control*
  • Age Factors
  • Aged
  • Aged, 80 and over
  • Aging*
  • California
  • Female
  • Geriatric Assessment
  • Humans
  • Male
  • Middle Aged
  • Postural Balance*
  • Time Factors
  • Treatment Outcome
  • User-Computer Interface*
  • Video Games