Effect of virtual reality on balance of the elderly: Systematic review

Authors

DOI:

https://doi.org/10.33448/rsd-v10i5.15057

Keywords:

Virtual Reality; Balance; Exergames; Elderly.

Abstract

The aging process influences the physical capacities of the elderly, making them more susceptible to falling and functional limitations. Impaired postural balance increases the risk of falls in the elderly. Virtual reality exercise has been widely used for postural balance training. Objective: this study is to investigate the effect of physical exercises with virtual reality on the body balance of the elderly. Methodology: For this systematic review, the PRISMA method was used, selecting randomized and controlled articles published until January 2021, which used video games as a resource for the rehabilitation of body balance in the elderly. The database used was PubMed. Results: 316 studies were found, after the screening phases we selected 7 studies for this systematic review. The studies underwent a methodological evaluation using the JADAD scale. The size of the intra-group effect (ESw) varied from small to very large (0.23-2.41) for the group that used VR as an intervention, while for the control group the effect size varied from trivial to large ( 0.00-1.98). However, the size of the inter-group effect varied from trivial to perfect (0.00-5.87) showing a greater effect for the use of VR. Conclusion: We conclude that the use of VR for rehabilitation of body balance is beneficial for the elderly population.

References

Bateni, H. (2012). Changes in balance in older adults based on use of physical therapy vs the Wii Fit gaming system: a preliminary study. Physiotherapy, 98(3), 211–216. https://doi.org/10.1016/j.physio.2011.02.004

Benedetti, T. R. B., Borges, L. J., Petroski, E. L., & Gonçalves, L. H. T. (2008). Atividade física e estado de saúde mental de idosos . In Revista de Saúde Pública. 42, 302–307 .

Charchat-Fichman, H., Caramelli, P., Sameshima, K., & Nitrini, R. (2005). Declínio da capacidade cognitiva durante o envelhecimento . In Revista Brasileira de Psiquiatria 27, 79–82

Cho, G. H., Hwangbo, G., & Shin, H. S. (2014). The Effects of Virtual Reality-based Balance Training on Balance of the Elderly. Journal of Physical Therapy Science, 26(4), 615–617. https://doi.org/10.1589/jpts.26.615

Chodzko-Zajko, W. J., Proctor, D. N., Fiatarone Singh, M. A., Minson, C. T., Nigg, C. R., Salem, G. J., & Skinner, J. S. (2009). Exercise and Physical Activity for Older Adults. Medicine & Science in Sports & Exercise, 41(7).

Clark, R. A., Bryant, A. L., Pua, Y., McCrory, P., Bennell, K., & Hunt, M. (2010). Validity and reliability of the Nintendo Wii Balance Board for assessment of standing balance. Gait & Posture, 31(3), 307–310. https://doi.org/10.1016/j.gaitpost.2009.11.012

Cordeiro, H. I. P., Rodrigues, A. C. de M. A., Alves, Rocha, M., Gatica‑Rojas, V., Maillot, P., Pimentel, D. de M., Rezende, L. F. de, Rodrigues, V. D., Maia, M. de F. M., Carneiro, L. S. F., & Monteiro‑Junior, R. S. (2020). Exercise with active video game or strength/balance training? Case reports comparing postural balance of older women. Aging Clinical and Experimental Research, 32, 543–545. https://doi.org/https://doi.org/10.1007/s40520-019-01219-1

Costa, M., Vieira, L. P., Barbosa, E. O., Mendes Oliveira, L., Maillot, P., Ottero Vaghetti, C. A., Giovani Carta, M., Machado, S., Gatica-Rojas, V., &, & Monteiro-Junior, R. S. (2019). Virtual Reality-Based Exercise with Exergames as Medicine in Different Contexts: A Short Review. Clinical Practice and Epidemiology in Mental Health, 15.

Duque, G., Boersma, Loza-Diaz, Hassan, Suarez, H., Geisinger, Suriyaarachchi, Sharma, & Demontiero. (2013). Effects of balance training using a virtual-reality system in older fallers. Clinical Interventions in Aging, 257. https://doi.org/10.2147/CIA.S41453

Fleury, A., Mourcou, Q., Franco, C., Diot, B., Demongeot, J., & Vuillerme, N. (2013). Evaluation of a Smartphone-based audio-biofeedback system for improving balance in older adults - A pilot study. 2013 35th Annual International Conference of the IEEE Engineering in Medicine and Biology Society (EMBC), 1198–1201. https://doi.org/10.1109/EMBC.2013.6609721

Franco, J. R., Jacobs, K., Inzerillo, C., & Kluzik, J. (2012). The effect of the Nintendo Wii Fit and exercise in improving balance and quality of life in community dwelling elders. Technology and Health Care : Official Journal of the European Society for Engineering and Medicine, 20(2), 95–115. https://doi.org/10.3233/THC-2011-0661

Gil-Gómez, J.-A., Lloréns, R., Alcañiz, M., & Colomer, C. (2011). Effectiveness of a Wii balance board-based system (eBaViR) for balance rehabilitation: a pilot randomized clinical trial in patients with acquired brain injury. Journal of NeuroEngineering and Rehabilitation, 8(1), 30. https://doi.org/10.1186/1743-0003-8-30

Goble, D. J., Cone, B. L., & Fling, B. W. (2014). Using the Wii Fit as a tool for balance assessment and neurorehabilitation: the first half decade of “Wii-search.” Journal of NeuroEngineering and Rehabilitation, 11(1), 12. https://doi.org/10.1186/1743-0003-11-12

Hopkings, W. G. (2000). A new view of statistics. Internet Society for Sport Science 2000.

Jadad, A. R., Moore, R. A., Carroll, D., Jenkinson, C., Reynolds, D. J., Gavaghan, D. J., & McQuay, H. J. (1996). Assessing the quality of reports of randomized clinical trials: is blinding necessary? Controlled Clinical Trials, 17(1), 1–12.

Jorgensen, M. G., Laessoe, U., Hendriksen, C., Nielsen, O. B. F., & Aagaard, P. (2013). Efficacy of Nintendo Wii training on mechanical leg muscle function and postural balance in community-dwelling older adults: a randomized controlled trial. The Journals of Gerontology. Series A, Biological Sciences and Medical Sciences, 68(7), 845–852. https://doi.org/10.1093/gerona/gls222

Jung, D.-I., Ko, D.-S., & Jeong, M.-A. (2015). Kinematic effect of Nintendo Wii(TM) sports program exercise on obstacle gait in elderly women with falling risk. Journal of Physical Therapy Science, 27(5), 1397–1400. https://doi.org/10.1589/jpts.27.1397

Karahan, A. Y., Tok, F., Taskin, H., Kucuksarac, S., Basaran, A., & Yildirim, P. (2015). Effects of Exergames on Balance, Functional Mobility, and Quality of Life of Geriatrics Versus Home Exercise Programme: Randomized Controlled Study. Central European Journal of Public Health, 23 Suppl, S14-8. https://doi.org/10.21101/cejph.a4081

Liberati, A., Altman, D. G., Tetzlaff, J., Mulrow, C., Gøtzsche, P. C., Ioannidis, J. P. A., Clarke, M., Devereaux, P. J., Kleijnen, J., & Moher, D. (2009). The PRISMA statement for reporting systematic reviews and meta-analyses of studies that evaluate health care interventions: Explanation and elaboration. In PLoS Medicine (Vol. 6, Issue 7, p. e1000100). John Wiley & Sons. https://doi.org/10.1371/journal.pmed.1000100

Mazini Filho, M. L., Zanella, A. L., Aidar, F. J., Silva, A. M. S. da, Salgueiro, R. da S., & Matos, D. G. de. (2010). Atividade física e envelhecimento humano: a busca pelo envelhecimento saudável. Revista Brasileira de Ciências Do Envelhecimento Humano., 7(1).

Monteiro-Junior, R. S., da Silva Figueiredo, L. F., Maciel-Pinheiro, P. de T., Abud, E. L. R., Braga, A. E. M. M., Barca, M. L., Engedal, K., Nascimento, O. J. M., Deslandes, A. C., & Laks, J. (2016). Acute effects of exergames on cognitive function of institutionalized older persons: a single-blinded, randomized and controlled pilot study. Aging Clinical and Experimental Research. https://doi.org/10.1007/s40520-016-0595-5

Monteiro-Junior, R. S., Figueiredo, L. F. da S., Maciel-Pinheiro, P. de T., Abud, E. L. R., Engedal, K., Barca, M. L., Nascimento, O. J. M., Laks, J., & Deslandes, A. C. (2017). Virtual Reality–Based Physical Exercise With Exergames (PhysEx) Improves Mental and Physical Health of Institutionalized Older Adults. Journal of the American Medical Directors Association, 18(5), 454.e1-454.e9. https://doi.org/10.1016/j.jamda.2017.01.001

Monteiro Junior, R. S., & da Silva, E. B. (2012). Efetividade da reabilitação virtual no equilíbrio corporal e habilidades motoras de indivíduos com déficit neuromotor: uma revisão sistemática. Revista Brasileira de Atividade Física e Saúde, 17(3).

Padala, K. P., Padala, P. R., Lensing, S. Y., Dennis, R. A., Bopp, M. M., Parkes, C. M., Garrison, M. K., Dubbert, P. M., Roberson, P. K., & Sullivan, D. H. (2017). Efficacy of Wii-Fit on Static and Dynamic Balance in Community Dwelling Older Veterans: A Randomized Controlled Pilot Trial. Journal of Aging Research, 2017, 4653635. https://doi.org/10.1155/2017/4653635

Padala, K. P., Padala, P. R., Malloy, T. R., Geske, J. A., Dubbert, P. M., Dennis, R. A., Garner, K. K., Bopp, M. M., Burke, W. J., & Sullivan, D. H. (2012). Wii-Fit for Improving Gait and Balance in an Assisted Living Facility: A Pilot Study. Journal of Aging Research, 2012, 1–6. https://doi.org/10.1155/2012/597573

Panel on Prevention of Falls in Older Persons, A. G. S. and B. G. S. (2011). Summary of the Updated American Geriatrics Society/British Geriatrics Society Clinical Practice Guideline for Prevention of Falls in Older Persons. Journal of the American Geriatrics Society, 59(1), 148–157. https://doi.org/10.1111/j.1532-5415.2010.03234.x

Park, E.-C., Kim, S.-G., & Lee, C.-W. (2015). The effects of virtual reality game exercise on balance and gait of the elderly. Journal of Physical Therapy Science, 27(4), 1157–1159. https://doi.org/10.1589/jpts.27.1157

Pollock, A. S., Durward, B. R., Rowe, P. J., & Paul, J. P. (2000). What is balance? Clinical Rehabilitation, 14(4), 402–406. https://doi.org/10.1191/0269215500cr342oa

Rendon, A. A., Lohman, E. B., Thorpe, D., Johnson, E. G., Medina, E., & Bradley, B. (2012). The effect of virtual reality gaming on dynamic balance in older adults. Age and Ageing, 41(4), 549–552. https://doi.org/10.1093/ageing/afs053

Sousa, R. F. de, Gazzola, J. M., Ganança, M. M., & Paulino, C. A. (2011). Correlação entre equilíbrio corporal e capacidade funcional de idosos com disfunções vestibulares crônicas . In Brazilian Journal of Otorhinolaryngology (Vol. 77, pp. 791–798). scielo .

Sposito Letícia Aparecida Calderão, P. E. R. B. E. F. P. C. W. R. G. de S. F. F. da S. R. A. de. (2013). Experiência de treinamento com Nintendo Wii sobre a funcionalidade, equilíbrio e qualidade de vida de idosas. Motriz: Revista de Educação Física, 19, 532–540.

Stanmore, E. K., Mavroeidi, A., de Jong, L. D., Skelton, D. A., Sutton, C. J., Benedetto, V., Munford, L. A., Meekes, W., Bell, V., & Todd, C. (2019). The effectiveness and cost-effectiveness of strength and balance Exergames to reduce falls risk for people aged 55 years and older in UK assisted living facilities: a multi-centre, cluster randomised controlled trial. BMC Medicine, 17(1), 49. https://doi.org/10.1186/s12916-019-1278-9

Toulotte, C., Toursel, C., & Olivier, N. (2012). Wii Fit(R) training vs. Adapted Physical Activities: which one is the most appropriate to improve the balance of independent senior subjects? A randomized controlled study. Clinical Rehabilitation, 26(9), 827–835. https://doi.org/10.1177/0269215511434996

van Diest, M., Lamoth, C. J. C., Stegenga, J., Verkerke, G. J., & Postema, K. (2013). Exergaming for balance training of elderly: state of the art and future developments. Journal of NeuroEngineering and Rehabilitation, 10(1), 101. https://doi.org/10.1186/1743-0003-10-101

Published

09/05/2021

How to Cite

ALVES, A. R. .; ALMEIDA, K. G. de .; SILVA, A. L. da .; PINHEIRO, I. dos S. C. P. .; SILVA, D. C. dos S. .; FIGUEIREDO, L. F. da S. . Effect of virtual reality on balance of the elderly: Systematic review. Research, Society and Development, [S. l.], v. 10, n. 5, p. e36510515057, 2021. DOI: 10.33448/rsd-v10i5.15057. Disponível em: https://www.rsdjournal.org/index.php/rsd/article/view/15057. Acesso em: 25 apr. 2024.

Issue

Section

Health Sciences