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Effectiveness of a Program Using Video Games Associated With Conventional Physiotherapy in Physical Functioning in Frail Elderly Compared to Conventional Physiotherapy

NCT02333214

NAINTERVENTIONAL
Universidade Cidade de Sao Paulo
82 participants
Started 2014-10 · Completed 2018-12
Status: Unknown (as of 12-23-2025)

Conditions

Frail Elderly

Linked Papers (from SciSciNet-V2)

Total Papers51
Background
10
Result
0
Derived
0
Unknown
41

Total Citations Per Year

Brief Summary

Frailty is a highly prevalent condition, reaching approximately 7% to 30% of older adults aged from 65 up to 80 years \[2\]. Although exercises seemed to be beneficial for the frail elders, there is still insufficient evidence to indicate the appropriate modality, frequency and intensity of physical exercises that were able to improve physical functioning in this population \[9\]. The virtual reality (VR) using interactive games (exergames) have generated broad scientific and clinical interest in recent years\[10\]. Studies indicate that older adults can benefit from training with exergames in improving mobility \[12, 13\], lower limb strength \[14\], cognition, particularly executive function \[13\], body balance \[10, 15-18\], reaction time \[12\] and may contribute indirectly to prevent falls \[10, 19, 20\]. But, there is still insufficient evidence to suggest that the use of exergames are superior even to other types of intervention \[21-23\] or in combination with conventional physiotherapy \[24\] The purpose of this study is to investigate the effectiveness of adding exercises using interactive videogames (exergames) in improving physical functioning on frail and pre frail older people when compared to conventional physiotherapy. A parallel randomized clinical with a 6 month follow-up period will be conducted with 82 frail community dwelling older adults. Participants randomized to the Experimental Group will be submitted to 30 minutes of conventional physiotherapy and 20 minutes of therapy using interactive games Xbox 360 Video Game and Entertainment Microsoft System with Kinect sensor. The Control Group will receive 50 minutes of conventional physiotherapy. Both groups will receive 50 minutes of intervention twice a week for 12 weeks. Primary outcomes will be assessed by the Short Physical Performance Battery, the Usual walking speed test and Four Step Square Test in the baseline, 3 and 6 months after that.

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Background Papers19

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3,343 citations
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Motor control and aging: Links to age-related brain structural, functional, and biochemical effects
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1,447 citations
Frailty: An Emerging Research and Clinical Paradigm--Issues and Controversies
2007
1,077 citations
Frailty: An Emerging Research and Clinical Paradigm--Issues and Controversies
2007
1,077 citations
Systems Neuroplasticity in the Aging Brain: Recruiting Additional Neural Resources for Successful Motor Performance in Elderly Persons
2008
489 citations
Systems Neuroplasticity in the Aging Brain: Recruiting Additional Neural Resources for Successful Motor Performance in Elderly Persons
2008
489 citations
A Comparison of Four Frailty Models
2014
331 citations
A Comparison of Four Frailty Models
2014
331 citations
A Randomized Controlled Pilot Study of Home-Based Step Training in Older People Using Videogame Technology
2013
248 citations
A Randomized Controlled Pilot Study of Home-Based Step Training in Older People Using Videogame Technology
2013
248 citations
Exergaming for balance training of elderly: state of the art and future developments
2013
243 citations
Exergaming for balance training of elderly: state of the art and future developments
2013
243 citations
Effects of balance training using a virtual-reality system in older fallers
2013
220 citations
Effects of balance training using a virtual-reality system in older fallers
2013
220 citations
Virtual reality using games for improving physical functioning in older adults: a systematic review
2014
219 citations
Virtual reality using games for improving physical functioning in older adults: a systematic review
2014
219 citations
Feasibility of Wii Fit training to improve clinical measures of balance in older adults
2013
145 citations
Feasibility of Wii Fit training to improve clinical measures of balance in older adults
2013
145 citations

Result Papers0

No result papers linked

Derived Papers0

No derived papers linked

Unknown Papers41

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412 citations
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348 citations
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348 citations
The effect of virtual reality gaming on dynamic balance in older adults
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282 citations
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259 citations
Clinical Global Impression of Change in Physical Frailty: Development of a Measure Based on Clinical Judgment
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Functional Balance and Dual-Task Reaction Times in Older Adults Are Improved by Virtual Reality and Biofeedback Training
2007
225 citations
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
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225 citations
Efficacy of Nintendo Wii Training on Mechanical Leg Muscle Function and Postural Balance in Community-Dwelling Older Adults: A Randomized Controlled Trial
2012
224 citations
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212 citations
Use of virtual reality technique for the training of motor control in the elderly
2010
208 citations
Effects of an Interactive Computer Game Exercise Regimen on Balance Impairment in Frail Community-Dwelling Older Adults: A Randomized Controlled Trial
2011
167 citations
Cognitive and Motor Mechanisms Underlying Older Adults' Ability to Divide Attention While Walking
2011
159 citations
The effect of the Nintendo Wii Fit and exercise in improving balance and quality of life in community dwelling elders
2012
144 citations
Pilot Study Comparing Changes in Postural Control After Training Using a Video Game Balance Board Program and 2 Standard Activity-Based Balance Intervention Programs
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Interactive visuo-motor therapy system for stroke rehabilitation
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2007
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A “Wii” bit of fun: The effects of adding Nintendo Wii®Bowling to a standard exercise regimen for residents of long-term care with upper extremity dysfunction
2010
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2013
54 citations
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Predilection for Frailty Remedial Strategies Among Black and White Seniors
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8 citations
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