
@article{ref1,
title="The effect of virtual reality gaming on dynamic balance in older adults",
journal="Age and ageing",
year="2012",
author="Rendon, Abel Angel and Lohman, Everett B. and Thorpe, Donna and Johnson, Eric G. and Medina, Ernie and Bradley, Bruce",
volume="41",
number="4",
pages="549-552",
abstract="BACKGROUND: physical therapy interventions that increase functional strength and balance have been shown to reduce falls in older adults. AIM: this study compared a virtual reality group (VRG) and a control group (CG). DESIGN: randomised controlled 6-week intervention with pre- and post-test evaluations. SETTING: outpatient geriatric orthopaedic and balance physical therapy clinic.Population: forty participants were randomised into two groups.Method: the VRG received three different Nintendo® Wii FIT balance interventions three times per week for 6 weeks and the CG received no intervention. RESULTS: compared with the CG, post-intervention measurements showed significant improvements for the VRG in the 8-foot Up & Go test [median decrease of 1.0 versus -0.2 s, (P = 0.038) and the Activities-specific Balance Confidence Scale (6.9 versus 1.3%) (P = 0.038)]. CONCLUSION: virtual reality gaming provides clinicians with a useful tool for improving dynamic balance and balance confidence in older adults.<p /> <p>Language: en</p>",
language="en",
issn="0002-0729",
doi="10.1093/ageing/afs053",
url="http://dx.doi.org/10.1093/ageing/afs053"
}