1. Effects of balance-focused interactive games compared to therapeutic balance classes for older women.
- Author
-
Singh DK, Rajaratnam BS, Palaniswamy V, Raman VP, Bong PS, and Pearson H
- Subjects
- Aged, Analysis of Variance, Exercise Test, Female, Humans, Middle Aged, Mobility Limitation, Task Performance and Analysis, Exercise Therapy, Postural Balance physiology, Video Games
- Abstract
Objective: The prospective pre-post control study was designed to evaluate the effect of introducing balance-focused interactive virtual-reality games to community-dwelling older women to improve their agility, balance and functional mobility., Method: The study was set in a senior citizens' club in Cheras, Kuala Lumpur, Malaysia. The participants were 36 community-dwelling older women. Participants were randomly divided into either a group undertaking balance-focused virtual-reality games or a group doing therapeutic balance exercises. The program lasted 6 weeks and was conducted twice a week for 40 min during each session. As the main outcome measures, the results of the Ten Step Test (TST), postural sway (overall performance index, OPI) and the Timed Up and Go test (TUG) were measured pre- and post-intervention to evaluate agility, balance and functional mobility, respectively., Results: Although both groups improved in OPI (F = 4.63, p < 0.001), TST (F = 46.15, p < 0.001) and TUG (F = 52.57, p = 0.03), combined time and group interaction only improved in the TUG (F = 4.54, p < 0.05). No significant differences between the two groups were found in terms of TST (F = 0.02, p = 0.86), OPI (F = 0.66, p = 0.42), and TUG (F = 0.11, p = 0.74)., Conclusion: Older people could improve their agility, balance and functional mobility by complementing therapeutic balance exercises with active participation in interactive virtual-reality games at home or in the community.
- Published
- 2013
- Full Text
- View/download PDF