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| The effects of virtual reality game exercise on balance and gait of the elderly |
| Park E-C, Kim S-G, Lee C-W |
| Journal of Physical Therapy Science 2015 Apr;27(4):1157-1159 |
| clinical trial |
| 4/10 [Eligibility criteria: No; Random allocation: Yes; Concealed allocation: No; Baseline comparability: Yes; Blind subjects: No; Blind therapists: No; Blind assessors: No; Adequate follow-up: No; Intention-to-treat analysis: No; Between-group comparisons: Yes; Point estimates and variability: Yes. Note: Eligibility criteria item does not contribute to total score] *This score has been confirmed* |
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PURPOSE: The aim of this study was to examine the effects of ball exercise as a general exercise on the balance abilities of elderly individuals by comparing ball exercise with virtual reality exercise. SUBJECTS AND METHODS: Thirty elderly individuals residing in communities were randomly divided into a virtual reality game group and a ball exercise group and conducted exercise for 30 min 3 times a week for 8 weeks. RESULTS: Step length increased significantly, and the average sway speed and Timed Up and Go time significantly decreased in both groups. A comparison of sway length after the intervention between the two groups revealed that the virtual reality game exercise resulted in a reduction than the ball exercise. CONCLUSION: The results of this study indicated that the virtual reality game exercise may improve balance and gait of elderly individuals in communities.
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