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.
Background: use of virtual reality and commercial gaming systems (VR/gaming) at home by older adults is receiving attention as a means of enabling physical activity.Objective: to summarise evidence for the effectiveness and feasibility of VR/gaming system utilisation by older adults at home for enab...
| Publicado en: | Age & Ageing Vol. 43; no. 2; pp. 188 - 196 |
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| Autores principales: | , , , , , |
| Formato: | Artículo |
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Oxford University Press / USA
Mar2014
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| Materias: | |
| Acceso en línea: | Ver este registro en EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=ssf&AN=94516169&site=ehost-live header: @attributes: shortDbName: ssf uiTerm: 94516169 longDbName: Social Sciences Full Text (H.W. Wilson) uiTag: AN controlInfo: bkinfo: jinfo: jid: 00020729 AGA jtl: Age & Ageing issn: 00020729 maglogo: N pubinfo: dt: Mar2014 vid: 43 iid: 2 pid: 622 pub: Oxford University Press / USA artinfo: ui: 94516169 10.1093/ageing/aft194 ppf: 188 ppct: 8 formats: tig: atl: 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. aug: au: Miller, Kimberly J. Adair, Brooke S. Pearce, Alan J. Said, Catherine M. Ozanne, Elizabeth Morris, Meg M. affil: Department of Physical Therapy , University of British Columbia , Koerner Pavillion, Room T115 2211 Wesbrook Mall, Vancouver, BC , Canada V6T 2B5 Department of Physiotherapy , The University of Melbourne , Melbourne, Victoria 3010 , Australia School of Allied and Public Health, Australian Catholic University , Fitzroy, Victoria 3065 , Australia Cognitive and Exercise Neuroscience Unit, School of Psychology , Deakin University , Melbourne, Victoria 3125 , Australia Physiotherapy , Heidelberg Repatriation Hospital , Heidelberg West, Victoria 3081 , Australia Department of Social Work , The University of Melbourne , Melbourne, Victoria 3010 , Australia School of Allied Health , LaTrobe , Melbourne, Victoria 3086 , Australia su: Health promotion Therapeutics Video games Virtual reality Old age CINAHL database Exercise therapy Psychology information storage & retrieval systems Computers in medicine MEDLINE Research funding Systematic reviews Physical activity sug: subj: Health promotion Therapeutics Video games Virtual reality Old age Home entertainment equipment merchant wholesalers Video game design and development services Video game publishers Doll, Toy, and Game Manufacturing CINAHL database Exercise therapy Psychology information storage & retrieval systems Computers in medicine MEDLINE Research funding Systematic reviews Physical activity keyword: effectiveness gaming older people physical activity systematic review virtual reality effectiveness gaming older people physical activity systematic review virtual reality ab: Background: use of virtual reality and commercial gaming systems (VR/gaming) at home by older adults is receiving attention as a means of enabling physical activity.Objective: to summarise evidence for the effectiveness and feasibility of VR/gaming system utilisation by older adults at home for enabling physical activity to improve impairments, activity limitations or participation.Methods: a systematic review searching 12 electronic databases from 1 January 2000–10 July 2012 using key search terms. Two independent reviewers screened yield articles using pre-determined selection criteria, extracted data using customised forms and applied the Cochrane Collaboration Risk of Bias Tool and the Downs and Black Checklist to rate study quality.Results: fourteen studies investigating the effects of VR/gaming system use by healthy older adults and people with neurological conditions on activity limitations, body functions and physical impairments and cognitive and emotional well-being met the selection criteria. Study quality ratings were low and, therefore, evidence was not strong enough to conclude that interventions were effective. Feasibility was inconsistently reported in studies. Where feasibility was discussed, strong retention (≥70%) and adherence (≥64%) was reported. Initial assistance to use the technologies, and the need for monitoring exertion, aggravation of musculoskeletal symptoms and falls risk were reported.Conclusions: existing evidence to support the feasibility and effectiveness VR/gaming systems use by older adults at home to enable physical activity to address impairments, activity limitations and participation is weak with a high risk of bias. The findings of this review may inform future, more rigorous research. pubtype: Academic Journal doctype: Article src: R language: English refInfo: copyright: @attributes: flag: N holdings: @attributes: islocal: N |
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