Exercise and rehabilitation delivered through exergames in older adults: An integrative review of technologies, safety and efficacy

International Journal of Medical Informatics - Tập 85 Số 1 - Trang 1-16 - 2016
Nina Skjæret1, Ather Nawaz2, Tobias Morat3, Daniel Schoene4, Jorunn L. Helbostad5, Beatrix Vereijken6
1Department of Neuroscience, Faculty of Medicine, Norwegian University of Science and Technology PO Box 8905, 7491 Trondheim, Norway. Electronic address: [email protected].
2Department of Neuroscience, Faculty of Medicine, Norwegian University of Science and Technology PO Box 8905, 7491 Trondheim, Norway. Electronic address: [email protected].
3Institute of Movement and Sport Gerontology, German Sport University Cologne, Am Sportpark Muengersdorf 6, 50933 Cologne, Germany. Electronic address: [email protected].
4Institute for Biomedicine of Aging, Friedrich-Alexander-University Erlangen-Nuremberg, Koberger Str. 60, 90408 Nuremberg, Germany. Electronic address: [email protected].
5Department of Neuroscience, Faculty of Medicine, Norwegian University of Science and Technology PO Box 8905, 7491 Trondheim, Norway; Department of Clinical Services, St. Olav University Hospital, PO Box 3250 Sluppen, 7006 Trondheim, Norway. Electronic address: [email protected].
6Department of Neuroscience, Faculty of Medicine, Norwegian University of Science and Technology PO Box 8905, 7491 Trondheim, Norway. Electronic address: [email protected].

Tóm tắt

Từ khóa


Tài liệu tham khảo

Lange, 2010, Development of an interactive game-based rehabilitation tool for dynamic balance training, Topics Stroke Rehabil., 17, 345, 10.1310/tsr1705-345

de, 2010, Use of virtual reality technique for the training of motor control in the elderly. Some theoretical considerations, Zeitschrift fur Gerontologie und Geriatrie., 43, 229, 10.1007/s00391-010-0124-7

Primack, 2012, Role of video games in improving health-related outcomes: a systematic review, Am. J. Preventive Med., 42, 630, 10.1016/j.amepre.2012.02.023

IJsselsteijn, 2007, 17

van, 2013, Exergaming for balance training of elderly: state of the art and future developments, J. Neuroeng. Rehabil., 10, 101, 10.1186/1743-0003-10-101

Klompstra, 2014, Exergaming to increase the exercise capacity and daily physical activity in heart failure patients: a pilot study, BMC Geriatr., 14, 119, 10.1186/1471-2318-14-119

Galna, 2014, Retraining function in people with Parkinson's disease using the Microsoft kinect: game design and pilot testing, J. Neuroeng. Rehabil., 11, 60, 10.1186/1743-0003-11-60

Laver, 2011, Virtual reality for stroke rehabilitation, Cochrane Database Syst. Rev., 10.1002/14651858.CD008349.pub2

Bisson, 2007, Functional balance and dual-task reaction times in older adults are improved by virtual reality and biofeedback training, Cyberpsychol. Behav.: Impact Internet, Multimed. Virtual Real. Behav. Soc., 10, 16, 10.1089/cpb.2006.9997

Maillot, 2012, Effects of interactive physical-activity video-game training on physical and cognitive function in older adults, Psychol. Aging, 27, 589, 10.1037/a0026268

Jorgensen, 2013, Efficacy of Nintendo Wii training on mechanical leg muscle function and postural balance in community-dwelling older adults: a randomized controlled trial, J. Gerontol. Ser. A, Biol. Sci. Med. Sci., 68, 845, 10.1093/gerona/gls222

Rendon, 2012, The effect of virtual reality gaming on dynamic balance in older adults, Age Ageing, 41, 549, 10.1093/ageing/afs053

Pluchino, 2012, Pilot study comparing changes in postural control after training using a video game balance board program and 2 standard activity-based balance intervention programs, Arch. Phys. Med. Rehabil., 93, 1138, 10.1016/j.apmr.2012.01.023

Padala, 2011, Wii-Fit as an adjunct for mild cognitive impairment: clinical perspectives, J. Am. Geriatr. Soc., 59, 932, 10.1111/j.1532-5415.2011.03395.x

Barry, 2014, The role of exergaming in Parkinson’s disease rehabilitation: a systematic review of the evidence, J. Neuroeng. Rehabil., 11, 33, 10.1186/1743-0003-11-33

Verheijden, 2014, Exergaming in older adults: a scoping review and implementation potential for patients with heart failure, European J. Cardiovasc. Nurs.: J. Working Group Cardiovas. Nurs. Eur. Soc. Cardiol., 13, 388, 10.1177/1474515113512203

Laufer, 2014, Does a Wii-based exercise program enhance balance control of independently functioning older adults? A systematic review, Clin. Interv. Aging, 9, 1803, 10.2147/CIA.S69673

Chao, 2015, Effects of using nintendo wii exergames in older adults: a review of the literature, J. Aging Health, 27, 379, 10.1177/0898264314551171

Molina, 2014, Virtual reality using games for improving physical functioning in older adults: a systematic review, J. Neuroeng. Rehabil., 11, 156, 10.1186/1743-0003-11-156

Schoene, 2014, The effect of interactive cognitive-motor training in reducing fall risk in older people: a systematic review, BMC Geriatr., 14, 107, 10.1186/1471-2318-14-107

Lange, 2010, The potential of virtual reality and gaming to assist successful aging with disability, Phys. Med. Rehabil. Clin. N. Am., 21, 339, 10.1016/j.pmr.2009.12.007

Gerling, 2012, Full-body motion-based game interaction for older adults

Skjaeret, 2015, Designing for movement quality in exergames: lessons learned from observing senior citizens playing stepping games, Gerontology, 61, 186, 10.1159/000365755

Hausdorff, 2001, Gait variability and fall risk in community-living older adults: a 1-year prospective study, Arch. Phys. Med. Rehabil., 82, 1050, 10.1053/apmr.2001.24893

Kannus, 2005, Rising incidence of fall-induced injuries among elderly adults, J. Public Health, 13, 212, 10.1007/s10389-005-0115-0

Sherrington, 2008, Effective exercise for the prevention of falls: a systematic review and meta-analysis, J. Am. Geriatr. Soc., 56, 2234, 10.1111/j.1532-5415.2008.02014.x

Gillespie, 2012, Interventions for preventing falls in older people living in the community, Cochrane Database Syst. Rev., 9, 10.1002/14651858.CD007146.pub3

WorldHealthOrganization. Global Recommendations on Physical Activity for Health: 65 Years and Above 2011. Available from: http://www.who.int/dietphysicalactivity/physical-activity-recommendations-65years.pdf.

Nintendo. 2007–2013 [cited 10.10.14]. Available from: http://wiifitu.nintendo.com/training-types/balance-games/.

Verhagen, 1998, The Delphi list: a criteria list for quality assessment of randomized clinical trials for conducting systematic reviews developed by Delphi consensus, J. Clin. Epidemiol., 51, 1235, 10.1016/S0895-4356(98)00131-0

Maher, 2003, Reliability of the PEDro scale for rating quality of randomized controlled trials, Phys. Ther., 83, 713, 10.1093/ptj/83.8.713

Toulotte, 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, Clin. Rehabil., 26, 827, 10.1177/0269215511434996

Szturm, 2011, Effects of an interactive computer game exercise regimen on balance impairment in frail community-dwelling older adults: a randomized controlled trial, Phys. Ther., 91, 1449, 10.2522/ptj.20090205

Clark, 2009, Clinical use of Nintendo Wii bowling simulation to decrease fall risk in an elderly resident of a nursing home: a case report, J. Geriatr. Phys. Ther., 32, 174, 10.1519/00139143-200932040-00006

Heick, 2012, Wii fit and balance: Does the wii fit improve balance in community-dwelling older adults?, Topic Geriatr. Rehabil., 28, 217, 10.1097/TGR.0b013e31825fca0e

C.J.C. Lamoth, S.R. Caljouw. Exergaming improves dynamic balance in community dwelling elderly. 2011. p. 818-24.

Bainbridge, 2011, The effects of the Nintendo Wii Fit on community-dwelling older adults with perceived balance deficits: A pilot study, Phys. Occup. Ther. Geriatr., 29, 126, 10.3109/02703181.2011.569053

Duque, 2013, Effects of balance training using a virtual-reality system in older fallers, Clin. Interv. Aging, 8, 257, 10.2147/CIA.S41453

Kosse, 2011, Exergaming: interactive balance training in healthy community-dwelling older adults, J. Cyber Ther. Rehabil., 4, 399

Williams, 2011, The effect of nintendo wii on balance: A pilot study supporting the use of the wii in occupational therapy for the well elderly, Occup. Ther. Health Care, 25, 131, 10.3109/07380577.2011.560627

Lai, 2013, Effects of interactive video-game based system exercise on the balance of the elderly, Gait Posture, 37, 511, 10.1016/j.gaitpost.2012.09.003

Cho, 2014, The effects of virtual reality-based balance training on balance of the elderly, J. Phys. Ther. Sci., 26, 615, 10.1589/jpts.26.615

Cho, 2012, Virtual-reality balance training with a video-game system improves dynamic balance in chronic stroke patients, Tohoku J. Exp. Med., 228, 69, 10.1620/tjem.228.69

Bateni, 2012, Changes in balance in older adults based on use of physical therapy vs the Wii Fit gaming system: a preliminary study, Physiotherapy, 98, 211, 10.1016/j.physio.2011.02.004

Hakim, 2015, Case report: a balance training program using the Nintendo Wii Fit to reduce fall risk in an older adult with bilateral peripheral neuropathy, Physiother. Theory Pract., 31, 130, 10.3109/09593985.2014.971923

Merriman, 2015, Successful balance training is associated with improved multisensory function in fall-prone older adults, Comput. Hum. Behav., 45, 192, 10.1016/j.chb.2014.12.017

Reed-Jones, 2012, Vision and agility training in community dwelling older adults: incorporating visual training into programs for fall prevention, Gait Posture, 35, 585, 10.1016/j.gaitpost.2011.11.029

Kim, 2013, Unsupervised virtual reality-based exercise program improves hip muscle strength and balance control in older adults: a pilot study, Arch. Phys. Med. Rehabil., 94, 937, 10.1016/j.apmr.2012.12.010

Fung, 2012, Use of Nintendo Wii Fit in the rehabilitation of outpatients following total knee replacement: a preliminary randomised controlled trial, Physiotherapy., 98, 183, 10.1016/j.physio.2012.04.001

Lee, 2013, Effectiveness of virtual reality using video gaming technology in elderly adults with diabetes mellitus, Diabetes Technol. Ther., 15, 489, 10.1089/dia.2013.0050

Lund, 2014, Effects of short-term training of community-dwelling elderly with modular interactive tiles, Games Health J., 3, 277, 10.1089/g4h.2014.0028

Agmon, 2011, A pilot study of Wii Fit exergames to improve balance in older adults, J. Geriatr. Phys. Ther., 34, 161, 10.1519/JPT.0b013e3182191d98

Ray, 2012, The Effects of a 15-Week Exercise Intervention on Fitness and Postural Control in Older Adults, Act. Adapt. Aging, 36, 227

Lamoth, 2011, Active video gaming to improve balance in the elderly, Stud. Health Technol. Inform., 167, 159

F.R. Portela, R.J.C. Correia, J.A. Fonseca, J.M. Andrade, editors. Wiitherapy on seniors - Effects on physical and metal domains2011.

Bieryla, 2013, Feasibility of Wii Fit training to improve clinical measures of balance in older adults, Clin. Interv. Aging, 8, 775, 10.2147/CIA.S46164

Franco, 2012, The effect of the Nintendo Wii Fit and exercise in improving balance and quality of life in community dwelling elders, Technol. Health Care, 20, 95, 10.3233/THC-2011-0661

Mhatre, 2013, Wii Fit balance board playing improves balance and gait in Parkinson disease, PM R., 5, 769, 10.1016/j.pmrj.2013.05.019

Wuest, 2014, Usability and effects of an exergame-based balance training program, Games Health J., 3, 106, 10.1089/g4h.2013.0093

Williams, 2010, EXercising with computers in later life (EXCELL) - pilot and feasibility study of the acceptability of the Nintendo(R) WiiFit in community-dwelling fallers, BMC Res. Notes, 3, 238, 10.1186/1756-0500-3-238

Schwenk, 2014, Interactive balance training integrating sensor-based visual feedback of movement performance: a pilot study in older adults, J. Neuroeng. Rehabil., 11, 164, 10.1186/1743-0003-11-164

Uzor, 2014, Investigating the long-term use of exergames in the home with elderly fallers, Proceedings of the 32nd Annual Acm Conference on Human Factors in Computing Systems; Toronto, Ontario, Canada, 2813

Mirelman, 2011, Virtual reality for gait training: can it induce motor learning to enhance complex walking and reduce fall risk in patients with Parkinson's disease?, J. Gerontol. Ser. A, Biol. Sci. Med. Sci., 66, 234, 10.1093/gerona/glq201

Cho, 2013, Virtual walking training program using a real-world video recording for patients with chronic stroke: a pilot study, Am. J. Phys. Med. Rehabil./Assoc. Acad. Physiatrists, 92, 371, 10.1097/PHM.0b013e31828cd5d3

Pichierri, 2012, A cognitive-motor intervention using a dance video game to enhance foot placement accuracy and gait under dual task conditions in older adults: a randomized controlled trial, BMC Geriatr., 12, 74, 10.1186/1471-2318-12-74

Pichierri, 2012, The effect of a cognitive-motor intervention on voluntary step execution under single and dual task conditions in older adults: a randomized controlled pilot study, Clin. Interv. Aging, 7, 175, 10.2147/CIA.S32558

Chen, 2012, Lower limb power rehabilitation (LLPR) using interactive video game for improvement of balance function in older people, Arch. Gerontol. Geriatr., 55, 677, 10.1016/j.archger.2012.05.012

Shema, 2014, Clinical Experience Using a 5-Week treadmill training program with virtual reality to enhance gait in an ambulatory physical therapy service, Phys. Ther., 94, 1319, 10.2522/ptj.20130305

Lee, 2014, The effects of a Nintendo Wii Exercise intervention on gait in older adults, Act. Adapt. Aging, 38, 53

Albores, 2013, The use of a home exercise program based on a computer system in patients with chronic obstructive pulmonary disease, J. Cardiopulm. Rehabil. Prev., 33, 47, 10.1097/HCR.0b013e3182724091

Keogh, 2014, Physical and psychosocial function in residential aged care elders: effect of Nintendo Wii sports games, J. Aging Phys. Act., 22, 235, 10.1123/japa.2012-0272

Daniel, 2012, Wii-hab for pre-frail older adults, Rehabil. Nurs., 37, 195, 10.1002/rnj.25

Singh, 2013, Effects of substituting a portion of standard physiotherapy time with virtual reality games among community-dwelling stroke survivors, BMC Neurol., 13, 199, 10.1186/1471-2377-13-199

Chao, 2014, Physical and psychosocial effects of Wii Fit exergames use in assisted living residents: a pilot study, Clin. Nurs. Res.

Wollersheim, 2010, Physical and psychosocial effects of Wii video game use among older women, Aust. J. Emerg. Technol. Soc., 8, 85

Studenski, 2010, Interactive video dance games for healthy older adults, J. Nutr. Health Aging, 14, 850, 10.1007/s12603-010-0119-5

Chao, 2013, The feasibility of an intervention combining self-efficacy theory and Wii Fit exergames in assisted living residents: a pilot study, Geriatr. Nurs., 34, 377, 10.1016/j.gerinurse.2013.05.006

Schoene, 2013, A randomized controlled pilot study of home-based step training in older people using videogame technology, PLoS One, 8, e57734, 10.1371/journal.pone.0057734

Ofli, 2015, Design and evaluation of an interactive exercise coaching system for older adults: lessons learned, IEEE J. Biomed. Health Informa., PP, 1

M. Crotty, K. Laver, S. Quinn, J. Ratcliffe, S. George, C. Whitehead, et al. editors. Is use of the Nintendo Wii Fit in physiotherapy as effective as conventional physiotherapy training for hospitalised older adults?2011.

Laver, 2012, Use of an interactive video gaming program compared with conventional physiotherapy for hospitalised older adults: a feasibility trial, Disabil. Rhabil., 34, 1802, 10.3109/09638288.2012.662570

Aarhus, 2011, Turning training into play: embodied gaming, seniors, physical training and motivation, Gerontechnology, 10, 110, 10.4017/gt.2011.10.2.005.00

Klompstra, 2013, An in-depth, longitudinal examination of the daily physical activity of a patient with heart failure using a Nintendo Wii at home: a case report, J. Rehabil. Medi., 45, 599, 10.2340/16501977-1151

Flynn, 2007, Feasibility of using the Sony PlayStation 2 gaming platform for an individual poststroke: a case report, J. Neurol. Phys. Ther.: JNPT, 31, 180, 10.1097/NPT.0b013e31815d00d5

Pompeu, 2014, Feasibility, safety and outcomes of playing kinect adventures! for people with Parkinson’s disease: a pilot study, Physiotherapy, 100, 162, 10.1016/j.physio.2013.10.003

H. Sugarman, A. Weisel-Eichler, A. Burstin, R. Brown, (ed.). Use of the Wii Fit System for the Treatment of Balance Problems in the Elderly: A Feasibility Study2009.

Nap, 2009, Senior gamers: preferences, motivations and needs, Gerontechnology, 8, 247, 10.4017/gt.2009.08.04.003.00

Miller, 2014, Effectiveness and feasibility of virtual reality and gaming system use at home by older adults for enabling physical activity to improve health-related domains: a systematic review, Age Ageing, 43, 188, 10.1093/ageing/aft194

Davis, 2010, Does a home-based strength and balance programme in people aged > or =80 years provide the best value for money to prevent falls? A systematic review of economic evaluations of falls prevention interventions, Br. J. Sports Med., 44, 80, 10.1136/bjsm.2008.060988

Klompstra, 2014, Exergaming in older adults: A scoping review and implementation potential for patients with heart failure, Eur. J. Cardiovasc. Nurs., 13, 388, 10.1177/1474515113512203

Nawaz, 2015, Usability and acceptability of balance exergames in older adults: A scoping review, Health Inform. J., 10.1177/1460458215598638