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...

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Publicado en:Age & Ageing Vol. 43; no. 2; pp. 188 - 196
Autores principales: Miller, Kimberly J., Adair, Brooke S., Pearce, Alan J., Said, Catherine M., Ozanne, Elizabeth, Morris, Meg M.
Formato: Artículo
Publicado: Oxford University Press / USA Mar2014
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Acceso en línea:Ver este registro en EBSCOhost
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      dt: Mar2014
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        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.
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        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
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