Application of interactive video games as rehabilitation tools to improve postural control and risk of falls in prefrail older adults
journal contributionposted on 10.06.2021, 10:04 by Hammad AlhasanHammad Alhasan, Patrick WheelerPatrick Wheeler, Daniel FongDaniel Fong
The purpose of this study was to examine whether Interactive Video Game (IVG) training is an effective way to improve postural control outcomes and decrease the risk of falls. A convenience sample of 12 pre frail older adults were recruited and divided into two groups: intervention group performed IVG training for 40 minutes, twice per week, for a total of 16 sessions. Control group received no intervention and continue their usual activity. Outcome measures were Centre of pressure (COP) mean velocity, sway area and sway path. Secondary outcomes were, Berg Balance Scale, Timed up and go (TUG), Fall Efficacy Scale International (FES-I) and Activity Specific Balance Confidence (ABC). Assessment was conducted pre intervention (week zero) and post-intervention (week eight). The intervention group showed significant improvement in mean velocity and sway area Berg Balance Scale and TUG (p<0.01) compared to control group. However, no significant improvement was observed for sway path (p= 0.35), FES-I (p= 0.383) and ABC (p= 0.283). This study showed that IVG training led to significant improvements in postural control but not for risk of falls.
PhD programme within the School of Sport, Exercises and 36 Health Sciences at Loughborough University, UK
- Sport, Exercise and Health Sciences