Abstract

The use of virtual reality through exergames or active video game, i.e. a new form of interactive gaming, as a complementary tool in rehabilitation has been a frequent focus in research and clinical practice in the last few years. However, evidence of their effectiveness is scarce in the older population. This review aim to provide a summary of the effects of exergames in improving physical functioning in older adults. A search for randomized controlled trials was performed in the databases EMBASE, MEDLINE, PsyInfo, Cochrane data base, PEDro and ISI Web of Knowledge. Results from the included studies were analyzed through a critical review and methodological quality by the PEDro scale. Thirteen studies were included in the review. The most common apparatus for exergames intervention was the Nintendo Wii gaming console (8 studies), followed by computers games, Dance video game with pad (two studies each) and only one study with the Balance Rehabilitation Unit. The Timed Up and Go was the most frequently used instrument to assess physical functioning (7 studies). According to the PEDro scale, most of the studies presented methodological problems, with a high proportion of scores below 5 points (8 studies). The exergames protocols and their duration varied widely, and the benefits for physical function in older people remain inconclusive. However, a consensus between studies is the positive motivational aspect that the use of exergames provides. Further studies are needed in order to achieve better methodological quality, external validity and provide stronger scientific evidence.Electronic supplementary materialThe online version of this article (doi:10.1186/1743-0003-11-156) contains supplementary material, which is available to authorized users.

Highlights

  • The use of virtual reality (VR) using interactive games, as a complementary tool in rehabilitation has been a frequent focus of research since the late 1990′s, with a considerable increase in the number of publications in the last few years [1]

  • The other reviews published on VR come up against similar problems [17,21,23,34]. This manuscript brings a critic view of studies involving the use of exercises using interactive games in improving physical functioning in older

  • Resources involving VR are growing in interest and the use of exergames has shown the potential to represent an option that is both viable and well-accepted by older people

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Summary

Introduction

The use of virtual reality (VR) using interactive games, as a complementary tool in rehabilitation has been a frequent focus of research since the late 1990′s, with a considerable increase in the number of publications in the last few years [1]. Exercise is well recognized as a beneficial intervention to enhance physical functioning in older adults, improving overall health [4]. In order to overcome these negative changes, challenging, intensive and repetitive motor training through specific therapeutic exercises, such as those involving multi-segment coordination, anticipatory postural adjustments and tasks with divided attention can be used to enhance neuroplasticity [15,16]. The use of exergaming could optimize motor learning by combining physical and cognitive demands in an attractive and interactive way, motivating players to focus their attention not on the movements itself, but on the outcome of the movements in the game [2,17]

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