Interactive video game-based approaches improve mobility and mood in older adults: A nonrandomized, controlled trial
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Background and purpose: Recently, technology-based approaches have become more frequently used in the field of rehabilitation. The aim of this study was to evaluate the effectiveness of interactive video games on mobility, general mood, and quality of life and compare them with physical activity approaches in older adults. Methods: Ninety-one residents of a nursing home were assessed and 58 volunteers who met the criteria were included in the study. Participants in Group I (n ¼ 16) participated in a 30-min exercise program using the “Nintendo Wii Fit Plus” twice a week for 8 weeks. Group II (n ¼ 14) participated in a physical activity program consisting of a bicycle ergometer and treadmill for the same duration. Participants were assessed pre- and post-intervention for functional mobility, general depression, and quality of life. The "Wilcoxon Signed-Rank" test was used to compare the pre- and post-treatment outcomes. The Kruskal-Wallis analysis of variance (post hoc Tukey's HSD test) was used to evaluate differences between the groups. Results: and Discussion: Post-intervention, the scores in the Berg Balance Scale increased significantly for GI and GII compared to the control group (p ¼ 0.001, p ¼ 0.002) Timed Up and Go Test improved for GI (p ¼ 0.001) and 10-Meter Walk Test improved for GI (p ¼ 0.003). Although there was a significant change in Hamilton depression score for GI and GII (p < 0.005), between-group differences were not significant. Conclusions: Both programs demonstrated significant improvement in in all parameters. However, video-based program was more effective than physical activity, especially in mobility and balance parameters.
SourceJournal of Bodywork and Movement Therapies
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