The effect of video game-based training on postural control during gait initiation in community-dwelling older adults: a randomized controlled trial.

The aim was to investigate the effect of video game training as compared to dual-task training on gait initiation (GI) which is a sensitive indicator of balance deficiency in older adults. Sixty-six older adults were allocated to the video game-based training (intervention group) or the motor-cognit...

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Publicado en:Disability & Rehabilitation Vol. 44; no. 18; pp. 5109 - 5117
Autores principales: Khanmohammadi, Roya, Olyaei, Gholamreza, Talebian, Saeed, Hadian, Mohammad Reza, Hossein, Bagheri, Aliabadi, Saina
Formato: research tables/charts randomized controlled trial Journal Article
Publicado: Taylor & Francis Ltd Sep2022
Acceso en línea:Ver este registro en EBSCOhost
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      dt: Sep2022
      vid: 44
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      pub: Taylor & Francis Ltd
      place: Philadelphia, Pennsylvania
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        10.1080/09638288.2021.1925360
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        atl: The effect of video game-based training on postural control during gait initiation in community-dwelling older adults: a randomized controlled trial.
      aug:
        au:
          Khanmohammadi, Roya
          Olyaei, Gholamreza
          Talebian, Saeed
          Hadian, Mohammad Reza
          Hossein, Bagheri
          Aliabadi, Saina
        affil: Physical Therapy Department, Tehran University of Medical Sciences, Tehran, Iran
      sug:
        subj:
          Video Games
          Balance Training, Physical Methods
          Balance, Postural
          Gait
          Task Performance and Analysis
          Community Living In Old Age
          Outcome Assessment
          Human
          Male
          Aged
          Female
          Random Assignment
          Sample Size
          T-Tests
          Software Design
          Comparative Studies
          Analysis of Variance
          Post Hoc Analysis
          Statistical Significance
          Data Analysis, Statistical
          Scales
          Aged: 65+ years
          Male
          Female
      ab: The aim was to investigate the effect of video game training as compared to dual-task training on gait initiation (GI) which is a sensitive indicator of balance deficiency in older adults. Sixty-six older adults were allocated to the video game-based training (intervention group) or the motor-cognitive dual-task training (active control group). The outcome measures were the mediolateral (ML)/anteroposterior (AP) displacement and velocity of COP during the phases of GI (anticipatory, weight transition, and locomotor). The results indicated in the anticipatory phase, the ML & AP COP displacement were significantly increased at post-training relative to pre-training across both groups (p < 0.041). In the weight transition phase, the AP COP displacement & ML COP velocity were significantly increased at post-training than pre-training (p < 0.032). However, in the locomotor phase, within the intervention group, the ML COP displacement & ML COP velocity were significantly increased at follow-up as compared to pre-training (p < 0.05), while no such differences were observed within the control group. Both treatments were effective in improving COP trajectory during the phases of anticipatory and weight transition, while the intervention group was more effective during the phase of locomotor. So, these treatments can be recommended for clinical settings. The video game and dual task training were effective in improving COP trajectory during the phases of anticipatory and weight transition. The video game-based training was more effective during the phase of locomotor. The study findings could have useful implications to further introduce cognition-based rehabilitation programs such as video games for older adults. Rehabilitation professionals could use the video game to improve the postural control of older adults.
      pubtype: Academic Journal
      doctype:
        research
        tables/charts
        randomized controlled trial
        Journal Article
      ougenre: Article
    language: English
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