Abstract

The COVID-19 pandemic is having an intense impact on the functional capacity of older adults, making them more vulnerable to frailty and dependency. The development of preventive and rehabilitative measures which counteract the consequences of confinement or hospitalization is an urgent need. Exergaming can promote physical activity, prevent falls, and maintain functional and cognitive capacity. However, although the use of exergames in health programs for the elderly is promising, their widespread use should not be considered without the supervision of a social health professional. Therefore, the objective of this work was to evaluate and analyze three video game consoles (Nintendo Wii®, Xbox-Kinect® and Play Station 4®) and 26 commercial exergames with the aim of identifying their usefulness for the prevention of functional deterioration. Three occupational therapists analyzed the data independently, and subsequently agreed on the results. The examination of the commercial consoles met three criteria: components, interaction channels and the type of the exergame. Each exergame was analyzed taking into account its ability to train postural control, balance, upper limb functionality and cognitive function. The results of the evaluation showed that exergames contain game activities that can be part of the rehabilitative treatment aimed at the prevention of the functional impairment of older people affected by COVID.

Highlights

  • The dynamism of the proposed activities and the multi-feedback emitted by the system can be overwhelming for older people who are in the subacute stage of SARS-Cov-2 infection and are experiencing neuromuscular alterations such as decreased muscle mass and the loss of strength [38,39]

  • Like any other rehabilitation technique, exergames need to be guided with specific therapeutic objectives that respond to structured planning

  • Decreased visual or auditory acuity, muscle weakness, the loss of motor dexterity, slow gait speed, or difficulty in processing simultaneous stimuli can hinder the optimal participation in exergames and generate feelings of incompetence, risking the loss of the benefits derived from the practice of physical exercise with virtual technology

Read more

Summary

Introduction

Severe acute respiratory syndrome 2 (SARS-CoV-2) has spread worldwide, affecting more than 163 million people [1]. An estimated 80% of the mortality corresponds to people over 65 years of age. The clinical manifestations of this new disease vary widely, from mild manifestations compatible with a common cold, to death itself. In this wide spectrum of symptoms, respiratory, cardiovascular, hepatic, olfactory–gustatory, digestive and neurological affectations stand out [2]

Objectives
Methods
Results
Discussion
Conclusion
Full Text
Paper version not known

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.