Balance Board or Motion Capture? A Meta-Analysis Exploring the Effectiveness of Commercially Available Virtual Reality Exergaming in Enhancing Balance and Functional Mobility Among the Elderly.

IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH
Błażej Cieślik, Adam Wrzeciono, Justyna Mazurek, Sara Federico, Joanna Szczepańska-Gieracha, Pawel Kiper
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Abstract

Force platforms and motion capture are commonly used as feedback mechanisms in exergaming; nevertheless, their therapeutic effectiveness may vary. Therefore, the primary objective of this study was to evaluate the effectiveness of commercially available virtual reality (VR) exergaming systems on balance and functional mobility, with a supplementary analysis considering the administered dose of exergaming. The search was conducted in five databases. Commercially available exergaming platforms were classified into two categories: VR exergaming with a balance board (including Wii Balance Board) and motion capture (including Xbox Kinect). Two categories of control interventions (treatment as usual [TAU] and no treatment [NT]) were extracted. The meta-analysis was performed separately for static, dynamic, and proactive balance outcomes and for the aggregated results of all included outcomes with subgroup analysis of lower, moderate, and higher doses. In total, 28 studies with 1457 participants were included. Both exergaming systems were particularly effective in improving the single leg stance outcome. VR exergaming with motion capture was found to be more effective than TAU with a standardized mean difference (SMD) of 0.48 (P = 0.006) and NT (SMD = 0.86; P = 0.02). In conclusion, commercially available VR exergaming with a motion capture feedback mechanism has demonstrated effectiveness as an intervention for balance training when compared with NT. Specifically, high doses (above 134 minutes per week) appear to be more beneficial for healthy older adults. Moreover, the findings provide some weak evidence supporting the effectiveness of VR exergaming with a balance board for improving functional mobility, particularly when compared with NT.

平衡板还是运动捕捉?探索市售虚拟现实 Exergaming 在增强老年人平衡能力和功能性活动能力方面的有效性的元分析》(Meta-Analysis Exploring the Effectiveness of Commercially Available Virtual Reality Exergaming in Enhanced Balance and Functional Mobility Among the Elderly)。
力平台和动作捕捉通常被用作外部游戏的反馈机制;然而,它们的治疗效果可能各不相同。因此,本研究的主要目的是评估市售虚拟现实(VR)外博弈系统对平衡和功能移动性的效果,并考虑外博弈的给药剂量进行补充分析。该研究在五个数据库中进行了搜索。市面上的外联网游戏平台分为两类:带平衡板的 VR 外部游戏(包括 Wii 平衡板)和动作捕捉(包括 Xbox Kinect)。同时还提取了两类对照干预(常规治疗 [TAU] 和无治疗 [NT])。荟萃分析分别针对静态、动态和主动平衡结果以及所有纳入结果的综合结果进行,并对低剂量、中等剂量和高剂量进行了分组分析。共有 28 项研究、1457 名参与者参与了分析。两种外部游戏系统在改善单腿站立结果方面都特别有效。研究发现,带有动作捕捉功能的虚拟现实外部游戏比TAU更有效,其标准化平均差(SMD)为0.48(P = 0.006),而NT(SMD = 0.86; P = 0.02)则更有效。总之,与NT相比,带有动作捕捉反馈机制的商业化VR游戏已经证明了其作为平衡训练干预的有效性。具体来说,高剂量(每周 134 分钟以上)似乎对健康的老年人更有益。此外,研究结果还提供了一些微弱的证据,支持带有平衡板的 VR 电子游戏在改善功能性活动能力方面的有效性,尤其是与 NT 相比。
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来源期刊
CiteScore
6.70
自引率
11.40%
发文量
56
期刊介绍: Games for Health Journal is the first peer-reviewed journal dedicated to advancing the impact of game research, technologies, and applications on human health and well-being. This ground-breaking publication delivers original research that directly impacts this emerging, widely-recognized, and increasingly adopted area of healthcare. Games are rapidly becoming an important tool for improving health behaviors ranging from healthy lifestyle habits and behavior modification, to self-management of illness and chronic conditions to motivating and supporting physical activity. Games are also increasingly used to train healthcare professionals in methods for diagnosis, medical procedures, patient monitoring, as well as for responding to epidemics and natural disasters. Games for Health Journal is a must for anyone interested in the research and design of health games that integrate well-tested, evidence-based behavioral health strategies to help improve health behaviors and to support the delivery of care. Games for Health Journal coverage includes: -Nutrition, weight management, obesity -Disease prevention, self-management, and adherence -Cognitive, mental, emotional, and behavioral health -Games in home-to-clinic telehealth systems
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