Virtual Reality Rehabilitation and Exergames—Physical and Psychological Impact on Fall Prevention among the Elderly—A Literature Review
Abstract
:1. Introduction
2. Materials and Methods
2.1. Literature Search Strategy
- Population—healthy elderly
- Intervention—virtual reality, exergames rehabilitation
- Comparison—any intervention (standard rehabilitation, physical exercises, daily living activities) or no intervention
- Outcomes—fall risk and prevention, body balance, walking, functional improvement, pain, cognition, quality of life
- Time—last 5 years (January 2015–December 2020)
- (Type of study)—randomized controlled trials
2.2. Study Selection and Data Extra Action
2.3. Quality Assessment
3. Results
3.1. Searching Results
3.2. Characteristics of Included Studies and Participants
3.3. Technology of Intervention
3.4. The Effectiveness of Virtual Reality and Exergames
3.4.1. Quantitative Outcomes
3.4.2. Qualitative Outcomes
3.5. Quality Assessment
4. Discussion
5. Conclusions
Author Contributions
Funding
Conflicts of Interest
References
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First Author | Intervention in SG | Intervention in CG | Time of Intervention |
---|---|---|---|
Yang C.M. et al. [45] | The game Your Shape: Fitness Evolved II (Microsoft Kinect for Xbox 360) improving balance, strengthening and coordination, assisted by a trainer. | Conventional exercises for falls prevention | 5-week therapy with two 45-min sessions per week |
Ehrari H. et al. [28] | Exergames (Moto tiles) assisted by a trainer. | Normal daily living activities | 12-week therapy, one-hour session, twice a week |
Adcock M. et al. [39] | VR gaming conducted at home, improving balance (Tai Chi-inspired exercises), muscle strength (dancing), and cognition (Active@Home training systems). | Normal daily living activities | 16-week intervention with forty-eight sessions for 30–45 min each, three times a week |
Stanmore E.K. et al. [42] | VR gaming with feedback + AGE UK Staying Steady Falls Prevention Leaflet + home exercise program | AGE UK Staying Steady Falls Prevention Leaflet + home exercise program | 12-week intervention performed 3 times per week |
Liao Y. et al. [40] | Tano and LongGood programs—VR training using the Kinect system (Tai Chi inspired exercises, resistance, functional, and balance) integrated with VR glasses for cognitive training, supervised by a physiotherapist. | Standard resistance and balance exercises integrated with cognitive training | 12-week intervention, 60-min session, thrice a week |
Htut T. et al. [41] | Exergames (Microsoft Kinect for X-box 360) directed to balance, limbs strength and cognition, conducted by a physiotherapist. | Normal daily activities | 8-week intervention, 30-min session, thrice a week |
Delbroek T. et al. [43] | VR training (BioRescue) improving balance, muscle strength and cognition, assisted by a physiotherapist. | Normal daily care | 6-week intervention, from 18 to 30 min, twice a week |
Padala K.P. et al. [33] | WiiFit training (Wii Balance Board) directed to balance and muscle strength, monitored by an assistant. | Cognitive exercises using a computer program (Brain- Fitness) | 8-week intervention, 45-min session, thrice a week |
Oesch P. et al. [44] | Exergames (Windows Kinect®, the GameUp Project) focus on balance, leg strength, and mobility. | Leaflet with training instruction | 10 working days of training performed twice a day for 30 min each |
Levy F. et al. [29] | VR training directed to walking in a 3D virtual reality world using head-mounted display and a wireless mouse. | Without intervention | 12-week intervention 40-min session, once a week |
Kwok B.C. et al. [34] | Exergames (Wii Balance Board) and cardiovascular training. | Cardiovascular training, balance, and strength training | 12-week intervention, 20-min exergames and 20-min cardiovascular training per week |
van den Berg M. et al. [31] | Video/computer-based interactive exercises involving stepping and weight-shifting exercises. | Usual rehabilitation care | 2-week intervention, one hour on weekdays |
Yeşilyaprak S.S. et al. [46] | Balance exergames (BTS Nirvana VR). | Conventional balance exercises | 6-week intervention, three sessions per week |
Mirelman A. et al. [38] | Treadmill training + VR and feedback. | Standard care | 6-week intervention, 45-min session, thrice a week |
Tsang W.W. et al. [35] | Wii Fit (Wii Balance Board). | Conventional balance training | 6-week intervention one-hour session, thrice a week |
Eggenberger P. et al. [32] | Exergames (treadmill walking) with simultaneous verbal memory training. | Strength and balance exercises | 6 months intervention one-hour session twice a week |
Gschwind Y.J. et al. [47] | Balance exergames, strength exercises, and education booklet. | Education booklet about evidence-based health and fall prevention advice | 16-week intervention 120-min a week |
Gschwind Y.J. et al. [30] | Exergames (Microsoft Kinect for X-box 360) and step mat training, unsupervised home training. | Educational booklet about evidence-based health and fall prevention advice | 16-week intervention |
Jung D.I. et al. [37] | Exergames (Nintendo Wii Sports) and lumbar stabilization exercises. | Without intervention | 8-week intervention 30-min session, twice a week |
Park J. et al. [48] | Exergame (3D VR Kayak program) and conventional exercise program. | Conventional exercise program | 6-week intervention, twice a week |
Whyatt et. al. [36] | Balance exergames (Wii Balance Board). | Normal activity (self-recorded diary) | 5-week intervention, twice a week |
First Author | Outcomes | Research Tools | Results |
---|---|---|---|
Yang C.M. et al. [45] | Leg strength and endurance, balance, joint pain | 30-s CST, TUG, FRT, OLST with eyes open and closed, VAS | Both interventions improved balance, but only VR training improved FRT (p = 0.021) in comparison with controls. |
Ehrari H. et al. [28] | Balance, leg strength and endurance, aerobic capacity, daily number of steps | BBS, 30-s CST, 6MWT, SENS motion-sensors 24/7 | Both interventions improved physical outcomes, but there was no significant difference between the SG and CG in measured outcomes. |
Adcock M. et al. [39] | Gait analysis, single task walking and dual task walking, balance, leg strength and endurance, brain plasticity/brain volume | Step length, step speed, step time, MTC by the Physilog®5, SPPB, SFT, MRI and VBM | No significant improvement between the SG and CG in physical parameters and brain plasticity/volume (p > 0.05) with the exception of an interaction effect in the 30 s chair rises test (component of SFT) [F(1) = 5.076, p = 0.024, η2 = 0.01]. |
Stanmore E.K. et al. [42] | Balance, mobility, physical activity, falls | BBS, TUG, PASE, Short FES-I, FRAT including VAS pain and VAS fatigue | Significant positive impact on balance (BBS: 6.2 95% CI 2.4 to 10.0; p = 0.003, IRR = 0.08), pain (VAS: −12.1, 95% CI −22.3 to −1.8, p = 0.024), fear of falling (FES-I: adjusted mean difference = −2.7, 95% CI −4.5 to −0.8, p = 0.007), and future falls prevention (IRR = 0.31 95% CI 0.16 to 0.62, p = 0.001) in the SG compared to CG. |
Liao Y. et al. [40] | Gait analysis | The GAIT Up system | Both interventions presented significant improvements in single and motor gait performance and inhibition, but only VR improved cognitive dual-task gait (p = 0.003). |
Htut T. et al. [41] | Balance, risk of falling, muscle strength, risk of falling, perception of exercise effort | BBS, TUG, TUG-cog, 5TSTS, HGS, FES-I, Borg CR-10 | All interventions improved physical strength, cognition, falls prevention, and body balance, but VR had a higher impact on physical as well as cognition performance. BBS: all interventions were significantly (p < 0.001) greater than the CG with the effect size of PE = 1.59, VR = 1.65, and BE = 1.52. TUG: PE group had a significant decrease in time compared with VR (p = 0.004, effect size = 0.93) and BE (p = 0.012, effect size = 0.75). 5TSTS: all interventions were significantly (PE p < 0.001; VR p < 0.001; and BE p = 0.036) compared with CG with the effect size of PE = 1.62, VR = 1.42, and BE = 0.60. HGS was significantly greater in PE (Left p < 0.005; Right p < 0.005) and VR (Left p < 0.005; Right p < 0.005) than the CG with the effect size for PE Left = 0.84 and Right = 0.90, and for VR was Left = 0.88 and Right = 0.83. FES-I: VR was significantly lower than PE (p = 0.036, effect size = 0.58), BE (p = 0.011, effect size = 0.77), and CG (p < 0.001, effect size = 1.24). |
Delbroek T. et al. [43] | Balance, gait, dual-task performance (cognitive-motor) | Tinetti-POMA scale, iTUG, iTUG with visual task | No changes in the Tinetti-POMA. VR training is more effective than conventional treatment only in dynamic balance in single task walking—iTUG improved after 6 weeks training in the IG (17.2 s vs. 15.8 s, p = 0.02). |
Padala K.P. et al. [33] | Balance, fear of falling | BBS, ABC | The Wii Fit training was effective in improving balance in elderly (BBS at 4 weeks: 2.7 (1.2–4.2, p = 0.001, and BBS at 8 weeks: 4.1 (2.6–5.7, p < 0.001). |
Oesch P. et al. [44] | Balance | Tri-axial ActiGraph accelerometer | No benefits were found for exergames compared with conventional exercises regarding balance skills. |
Levy F. et al. [29] | Fear of falling, functional impairment | FFM, SDS | There was a statistically significant difference between SG and CG for reducing fear of falling (p = 0.007). |
Kwok B.C. et al. [34] | Fear of falling, knee strength, balance, risk of falling, physical function, falls rate | MFES, KES, TUG, HGS, 6MWT, NCWT, SPPB | There was a statistically significant effect of the SG over the CG in reducing fear of falling at week 24 (MFES difference = 0.85 point, 95% CI 0.26 to 1.44, p < 0.01) and reverse results in the case of KES (CG > SG) (difference = −6.8%, 95% CI −10.1 to −3.4, p < 0.001). |
van den Berg M. et al. [31] | Mobility, risk of falling, balance | SPPB, MBR, Step Test, RMI, AM-PAC | No impact on overall mobility. SG performed significantly better than CG for MBR at Week 2 (between-group difference after baseline adjustment 38 mm, 95% CI 6 to 69). |
Yeşilyaprak S.S. et al. [46] | Balance, fall risk | BBS, TUG, OLST, TS, FES-I | Similar improvements were found in balance (BBS p < 0.01, d = 0.43) and fall risk (TUG p = 0.01, d = 0.41) in both the SG and CG. There were no differences between groups. |
Mirelman A. et al. [38] | Gait analysis, balance, endurance, risk of falling, physical activity | Gait speed, leading foot clearance from obstacle during walking, 2MWT, SPPB, PASE | Treadmill training plus VR led to reduced fall rates compared with treadmill training alone for all participants (IRR 0.58, 95% CI 0.36−0.96; p = 0.033) and for participants with Parkinson’s disease (RR 0.45, 95% CI 0.24–0.86; p = 0.015). However, incident rates after training did not differ significantly between groups among people with idiopathic falls or participants with mild cognitive impairment. |
Tsang W.W. et al. [35] | Balance, risk of falling | BBS, TUG, stability test: | Significant improvement in balance was achieved in the SG in comparison to CG, namely: BBS score (p < 0.001), reaction time in the anterior direction (p = 0.003), end-point excursion, and maximum excursion in all four directions of the limits of stability test (p < 0.001). |
-reaction time | |||
-end-point excursion | |||
-maximum excursion | |||
-stability directional control | |||
Eggenberger P. et al. [32] | Gait analysis, functional fitness, fall frequencies, fear of falling | GAITRite electronic walkway, SPPB, 6-MWT, FES-I | SG has a significant advantage over CG in the costs of step time variability in fast walking F1,136 = 2.95, p = 0.044, one-tailed, R2 = 0.010). Global linear time effects showed improved gait functional fitness and reduced fall frequency without differences between interventions. |
Gschwind Y.J. et al. [47] | Risk of falling, health measures, physical measures | PPA, WHODAS 2.0, Icon-FES, SPPB, TUG | Fall risk was significantly reduced in the SG compared with the CG (F1,127 = 4.54, p = 0.035). Participants with higher adherence also improved in postural sway (F1,75 =4.13, p = 0.046), stepping reaction (F1,75 = 4.40, p = 0.041), and executive function (F1,71 = 4.21, p = 0.044). |
Gschwind Y.J. et al. [30] | Risk of falling, functional mobility, proprioception, reaction time, muscle strength | WHODAS 2.0, PPA, TUG, STS | SG reduced significantly in fall risk (p = 0.36), improved proprioception (p = 0.015), and isometric knee extension strength (p = 0.32) in comparison to the CG. |
Jung D.I. et al. [37] | Static balance, dynamic balance, obstacle gait | BBS, FRT, TUG, CV, MVHC | Both interventions—LSE and exergames—showed significant improvements in obstacle negotiation function and falling-related balance in elderly women at risk for falls (BBS, FRT, CV and TUG, MVHC p < 0.001). |
Park J. et al. [48] | Muscle strength, standing balance, sitting balance | Arm curl and handgrip strength tests, Good Balance system | Muscle strength and balance were significantly improved (p < 0.05) in the SG compared with the CG. |
Whyatt et. al. [36] | Balance, balance confidence | BBS, NeuroCom Balance Master: recordings of COP displacement | Significant effect on levels of functional balance and balance confidence in the SG compared to CG in BBS (F1,79 = 3.640, p = 0.06, η² = 0.044). The SG also showed a significant effect on levels of dynamic postural control relative to CG (F1,80 = 39.54, p < 0.001, η² = 0.331). |
First Author | Outcomes | Research Tools | Results |
---|---|---|---|
Yang C.M. et al. [45] | Feasibility and safety | Recording the participants’ overall participation rate and attendance rate. | The Kinect exercise group had a 100% overall participation rate, with all participants attending the entire training. |
Adcock M. et al. [39] | Cognitive function | VST, TMT, WMS-R | No significant difference between the study and control group in cognitive function. Significant improvement in executive functioning (working memory and inhibition). |
Stanmore E.K. et al. [42] | Cognitive function, depression, quality of life | ACEIII, 5-item GDS, HRQoL, Euro-QoL EQ-5D, SUS | No significant difference between the study and control group in cognitive function, depression, and quality of life. Exergames had high acceptance, usability, and feasibility. |
Liao Y. et al. [40] | Executive function | TMT, SCWT | Only VR training improved cognitive dual-task gait. |
Delbroek T. et al. [43] | Cognition, motivation, emotions | MoCA, IMI, OERS | No significant improvement in cognitive function compared to control. VR training is a pleasant and acceptable treatment for older adults. |
Padala K.P. et al. [33] | Enjoyment of exercise, cognition, quality of life | PACES, 3MS, SF-36 | No significant improvement in cognition, quality of life, and high enjoyment in VR training group in comparison to controls. |
Oesch P. et al. [44] | Adherence, motivation and enjoyment | daily training volume by standardized logbook with self-reported measuresfive-level Likert scale | The adherence, motivation, and enjoyment were significantly higher in standard exercise training than exergames. |
Levy F. et al. [29] | Fear of falling, depression, anxiety | BDI (21-item version), STAI-Y-A, STAI-Y-B | No significant difference between groups in depression, trait anxiety, or improvement in VR group compared to controls only in the case of state anxiety. |
van den Berg M. et al. [31] | Quality of life, feasibility, safety, usability, enjoyment | Euro-QoL EQ-5D, RNLI, SUS, PACES | Participants were comfortable with the technology and that the equipment was easy to use and enjoyed the intervention. Significant improvement of quality of life in VR group compared controls. |
Mirelman A. et al. [38] | Cognition, health-related quality of life | EFI, AIS, SF-36 | Cognitive function outcomes improved similarly in both training groups. However, the quality of life improved more in VR group. |
Eggenberger P. et al. [32] | Depression | GDS | No significant difference between groups. |
Gschwind Y.J. et al. [47] | Quality of life, depression, cognitive measures, executive function, adherence, usability | Euro-QoL EQ-5D, PHQ-9, VST, DSB, ANT, SUS, PACES, DART | Significantly higher adherence, improvement in quality of life, and executive functioning were found in VR group in comparison controls. The intervention was enjoyed by the participants, and its usability was acceptable. |
Gschwind Y.J. et al. [30] | Cognitive, executive functioning | Mini-Cog, ANT, VST, DSB | The study group improved specific cognitive functions, finger-press reaction time, Stroop time compared to controls. |
Park J. et al. [48] | Cognitive function | MoCA | Cognitive function was significantly improved in the study group compared to the control group. |
First Author | EC * | RA | CA | BC | BS | BT | BA | AF | ITA | BGC | PEaV | Total Score |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Yang C.M. et al. [45] | + | + | − | + | − | − | + | + | − | + | + | 6/10 |
Ehrari H. et al. [28] | + | + | + | + | − | − | + | − | − | + | + | 6/10 |
Adcock M. et al. [39] | + | + | + | + | − | − | − | − | − | + | + | 5/10 |
Stanmore E.K. et al. [42] | + | + | − | + | − | − | − | + | + | + | + | 6/10 |
Liao Y. et al. [40] | + | + | + | + | − | − | + | − | − | + | + | 6/10 |
Htut T. et al. [41] | + | + | − | + | − | − | + | + | − | + | + | 6/10 |
Delbroek T. et al. [43] | + | + | − | + | − | − | + | − | − | − | + | 4/10 |
Padala K.P. et al. [33] | + | + | + | + | − | − | − | + | + | + | + | 7/10 |
Oesch P. et al. [44] | + | + | − | + | − | − | − | − | + | + | + | 5/10 |
Levy F. et al. [29] | + | − | − | + | − | − | + | + | + | + | + | 6/10 |
Kwok B.C. et al. [34] | + | + | + | + | − | − | + | − | − | + | + | 6/10 |
van den Berg M. et al. [31] | + | + | + | + | − | − | + | + | − | + | + | 7/10 |
Yeşilyaprak S.S. et al. [46] | + | + | − | + | − | − | + | + | − | + | + | 6/10 |
Mirelman A. et al. [38] | + | + | + | + | − | − | + | + | + | + | + | 8/10 |
Tsang W.W. et al. [35] | + | + | − | + | − | − | − | + | + | + | + | 6/10 |
Eggenberger P. et al. [32] | + | + | − | + | − | − | − | − | − | + | + | 4/10 |
Gschwind Y.J. et al. [47] | − | + | − | + | − | − | − | + | + | + | + | 6/10 |
Gschwind Y.J. et al. [30] | + | + | + | + | − | − | + | − | + | + | + | 7/10 |
Jung D.I. et al. [37] | + | + | − | + | − | − | − | − | − | + | + | 4/10 |
Park J. et al. [48] | + | + | − | + | − | − | − | + | − | + | + | 5/10 |
Whyatt et. al. [36] | + | + | − | + | − | − | − | + | − | + | + | 5/10 |
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Piech, J.; Czernicki, K. Virtual Reality Rehabilitation and Exergames—Physical and Psychological Impact on Fall Prevention among the Elderly—A Literature Review. Appl. Sci. 2021, 11, 4098. https://doi.org/10.3390/app11094098
Piech J, Czernicki K. Virtual Reality Rehabilitation and Exergames—Physical and Psychological Impact on Fall Prevention among the Elderly—A Literature Review. Applied Sciences. 2021; 11(9):4098. https://doi.org/10.3390/app11094098
Chicago/Turabian StylePiech, Joanna, and Krzysztof Czernicki. 2021. "Virtual Reality Rehabilitation and Exergames—Physical and Psychological Impact on Fall Prevention among the Elderly—A Literature Review" Applied Sciences 11, no. 9: 4098. https://doi.org/10.3390/app11094098
APA StylePiech, J., & Czernicki, K. (2021). Virtual Reality Rehabilitation and Exergames—Physical and Psychological Impact on Fall Prevention among the Elderly—A Literature Review. Applied Sciences, 11(9), 4098. https://doi.org/10.3390/app11094098