Video Games for Rehabilitation: A New Approach to Influence the Quality of Life in Practically Healthy Elderly Persons (original) (raw)

A systematic review of active video games on rehabilitative outcomes among older patients

Background: Although current research supports the use of active video games (AVGs) in rehabilitation, the evidence has yet to be systematically reviewed or synthesized. The current project systematically reviewed literature, summarized findings, and evaluated the effectiveness of AVGs as a therapeutic tool in improving physical, psychological, and cognitive rehabilitative outcomes among older adults with chronic diseases. Methods: Seven databases (Academic Search Complete, Communication & Mass Media Complete, ERIC, PsycINFO, PubMed, SPORTDiscus, and Medline) were searched for studies that evaluated the effectiveness of AVG-based rehabilitation among older patients. The initial search yielded 946 articles; after evaluating against inclusion criteria and removing duplicates, 19 studies of AVG-based rehabilitation remained. Results: Most studies were quasi-experimental in design, with physical functioning the primary outcome investigated with regard to the use of AVGs in rehabilitation. Overall, 9 studies found significant improvements for all study outcomes, whereas 9 studies were mixed, with significant improvements on several study outcomes but no effects observed on other outcomes after AVG-based treatments. One study failed to find any benefits of AVG-based rehabilitation. Conclusion: Findings indicate AVGs have potential in rehabilitation for older patients, with several randomized clinical trials reporting positive effects on rehabilitative outcomes. However, existing evidence is insufficient to support the advantages of AVGs over standard therapy. Given the limited number of studies and concerns with study design quality, more research is warranted to make more definitive conclusions regarding the ability of AVGs to improve rehabilitative outcomes in older patients.

Active video gaming to improve balance in the elderly

Studies in health technology and informatics, 2011

The combination of active video gaming and exercise (exergaming) is suggested to improve elderly people's balance, thereby decreasing fall risk. Exergaming has been shown to increase motivation during exercise therapy, due to the enjoyable and challenging nature, which could support long-term adherence for exercising balance. However, scarce evidence is available of the direct effects of exergaming on postural control. Therefore, the aim of the study was to assess the effect of a six-week videogame-based exercise program aimed at improving balance in elderly people. Task performance and postural control were examined using an interrupted time series design. Results of multilevel analyses showed that performance on the dot task improved within the first two weeks of training. Postural control improved during the intervention. After the intervention period task performance and balance were better than before the intervention. Results of this study show that healthy elderly can ben...

Feasibility of Interactive Video Games for Influence on Balance in Institutionalized Elderly People

2015

Purpose: The purpose is related to the assumption that the application of interactive video games will positively affect the functional balance reactions in institutionalized older individuals. Material and Methods: Ten institutionalized elderly people with an average age of 80.6 years ± 7.25, two men and eight women were included. All of them had to meet the inclusion and exclusion criteria. The intervention program included interactive video games, for 5 days per week, for one month. Berg Balance Scale, Timed Up and Go and Mini Mental State Examination tests were considered. Results: Including commercial games in physical therapy sessions have a positive effect on dynamic postural control and functional ability in institutionalized elderly. Application of virtual reality possibly maintains cognitive function. Comparison between initial and final measurement revealed statistically significant differences for Berg Balance Scale and Mini Mental State Examination (p<0.005) and for ...

Video Game’s design Implications to promote moderate activity in seniors

Avances en Interacción Humano-Computadora, 2020

Researchers and different efforts have identified several social, health, financial challenges, among others, with ageing population. Regarding health challenges, the World Health Organization encourages physical activation programs to promote healthy ageing. These programs aim to alleviate imminent musculoskeletal deterioration, or injuries that may occur. Severely increased deteriorations may affect older adults’ movement patterns, affecting their autonomy, control, or force. The only way to reduce this deterioration is through physical activation. Therefore, medical gerontology considers physical activity as one of the best tools to improve health and prevent many diseases. Within HCI, research has evaluated exergames as an alternative to engage older adults in physical activation. Exergames have become the technological focus of physical activity, stimulating physical activity through play and competition. However, it is unclear how to maximize these benefits. In this paper we p...

Initial usability assessment of off-the-shelf video game consoles for clinical game-based motor rehabilitation

Physical Therapy Reviews, 2009

Aims/background: Off-the-shelf games for consoles such as the Nintendo Wii, Nintendo WiiFit and Sony PlayStation 2 EyeToy have been developed and tested for the purpose of entertainment. Many clinics are adopting the use of these off-the-shelf devices for exercise, social interaction and rehabilitation because they are affordable, accessible and can be used within the clinic and home. Our group carried out initial usability evaluations for these off-the-shelf games and a prototype game (using an off-the-shelf device) specifically developed for people with disabilities. Methods: A series of studies have been undertaken through formative and summative evaluation and focus group research with a sample of people recovering from spinal cord injury, traumatic brain injury and stroke. Findings from two studies are presented. Following a demonstration and trial of the devices, observational and questionnaire data were collected to determine participants' perception of each system's usability, appeal and enjoyment. Results: The first study involved evaluation and focus group discussions of seven participants (two females, five males) with SCI (n54) and CVA (n53). Findings indicated that interaction with the EyeToy interface appeared to be more intuitive than the use of the Wii-mote interaction device, although some participants had difficulty navigating the menu of the PlayStation EyeToy. The second study involved evaluation of six participants (SCI54 males, TBI51 male, CVA51 female), aged between 25 and 58 years. The investigator was able to increase or decrease the difficulty of a game (developed specifically for bimanual rehabilitation task), using an off-the-shelf haptic feedback device, for each participant, depending on their skill level so that each participant was able to work at a level that was challenging to them. In both studies, participants reported that they would be more motivated to exercise if playing these types of games in both the clinic and home setting. Conclusion: This series of usability tests is the first phase within a program of work using gaming for a range of physical disabilities. The use of virtual reality and video games for rehabilitation offers potential for motivating patients to perform specific therapy tasks.

Gaming for Health: A Systematic Review of the Physical and Cognitive Effects of Interactive Computer Games in Older Adults

Journal of Applied Gerontology, 2013

This systematic review examined the physical and cognitive effects of physically based interactive computer games (ICGs) in older adults. Literature searching was carried out from January 2000 to June 2011. Eligible studies were trials involving older adults (>65 years) describing the effects of ICGs with a physical component (aerobic, strength, balance, flexibility) on physical or cognitive outcomes. Secondary outcomes included adverse effects, compliance, and enjoyment. Twelve trials met the inclusion criteria. ICG interventions varied in terms of software, game type, and nature of the computer interaction. Although there was preliminary evidence that ICG is a safe and effective exercise intervention for older adults, the dearth of high-quality evidence limits this finding. No major adverse effects were reported and two studies reported minor events. ICG could be improved further by tailoring interventions for older adults; in particular, they should aim to optimize participant safety, motivation, and enjoyment for this population.

The potential psychological benefits of active video games in the rehabilitation of musculoskeletal injuries and deficiencies

Physical Therapy Reviews, 2014

Background: Recent literature suggests that Active Video Games (AVGs) may offer potential psychological benefits during the rehabilitation of musculoskeletal injuries and their corresponding deficiencies. Objectives: To review existing literature regarding the potential psychological benefits of AVGs within the context of rehabilitation from musculoskeletal injury or debilitation. Method: A narrative review of the literature that used the Population, Intervention, Comparison, and Outcomes PICO method was conducted. The literature review included studies that discussed and/or investigated potential psychological benefits of AVGs during musculoskeletal rehabilitation. Of the total 163 papers that were identified, 30 met the inclusion criteria. Results: The Nintendo ® Wii TM (Nintendo Co., Ltd, Kyoto, Japan) was the most commonly-used games console that was employed in AVG interventions (15 out of 21), and these studies that investigated potential psychological benefits were typically conducted with elderly populations. These studies reported that using AVGs in musculoskeletal rehabilitation resulted in a number of positive psychological effects (e.g., enjoyment, effects on self). However, most studies lacked a clear theoretical framework, and varied greatly in their designs and methodologies.

Effective Game use in Neurorehabilitation

Multidisciplinary Approaches, 2011

Games possess highly favourable attributes to bring to the field of neurorehabilitation in the way of providing motivation and goal-directed exercise tasks. For the use of games to be effectively integrated, however, in the commercial and clinical rehabilitation marketplace, it is necessary that a unified and comprehensive rehabilitation gaming platform be developed following principles of user-centered design. The needed platform must contain compatible modules for the planning and execution of treatment as well as progress assessment, and its development must take into consideration the needs and viewpoints of a number of involved stakeholders and required supporting factors, including: patient, prescriber, therapist, care-provider, family, clinic, as well as supporting research, technology, and policy. A proposed platform and implications are explained and an example prototype rehabilitation platform is provided for discussion.

Active Video-Gaming Effects on Balance and Mobility in Individuals with Chronic Stroke: A Randomized Controlled Trial

Topics in Stroke Rehabilitation, 2013

Background: Treatments that provide feedback, increase practice with multiple repetitions, and motivate patients are essential to rehabilitation post stroke. Objective: To determine whether playing active video games results in improved balance and mobility post stroke. Methods: Thirty participants with chronic (time since stroke = 3.0 [2.9] years) hemiparesis post stroke were randomly assigned to a gaming group or normal activity control group. Gaming systems provided participants with an interactive interface of real-time movement of either themselves or an avatar on the screen. Participants played games 50-60 minutes/day, 4 days/week, for 5 weeks. The intervention was strictly game-play, in standing position, without physical therapy. The control group received no special intervention and continued with normal activity. Both groups were tested prior to, following the 5 weeks (post test), and 3 months following the completion of the study. Outcome measures included the Fugl-Meyer Assessment, Berg Balance Scale, Dynamic Gait Index, Timed Up & Go, 6-minute walk test, 3-meter walk (self-selected and fast), and perception of recovery. Results: No statistically signifi cant differences between or within groups were found through analysis of covariance (covaried for side of hemiparesis) at post test or follow-up. Although the within-group effect sizes were primarily indexed as "small" (< .36), the gaming group exhibited higher within-group effect sizes before and after testing than did the control group on all 7 dependent variables analyzed. Conclusions: Even though the only intervention was game-play, there were small positive effects. Therapist assistance in making more optimum movement choices may be needed before signifi cant improvements are seen with commercially available, general purpose games.