Virtual Reality Rehabilitation and Exergames—Physical and Psychological Impact on Fall Prevention among the Elderly—A Literature Review
Source abstract
Abstract
The present review is aimed at the effectiveness of virtual reality (VR) and exergames in the prevention of falls among the elderly. Falls become a significant problem in the aging population and lead to psychological, social, and physical impairment. Prevention of falls is crucial to the well-being of the elderly population and is one of the challenges of contemporary rehabilitation. Recently, in view of the threat of the SARS-CoV-2 pandemic, contactless methods of rehabilitation, including telerehabilitation, appear as valuable rehabilitation tools. This review is based on the PRISMA guidelines and was carried out in five databases: PubMed, Medline, Web of Science, Scopus, and PEDro. Twenty-one randomized controlled trials, focused on the application of VR and exergames in the prevention of falls, were included. This review suggests that VR training in rehabilitation appears to be a promising complement to traditional techniques of physiotherapy to improve specific physical outcomes. VR and exergames could be considered as a complement of standard physiotherapy and its possible continuation at home for elderly. However, further high-quality studies, with carefully designed protocols and proper blinding, are needed.
Source: crossref · Quality: baseline
Research context
OpenAlex topics: Stroke Rehabilitation and Recovery · Balance, Gait, and Falls Prevention · Cerebral Palsy and Movement Disorders
SciVX discovery tags are terminology-based. OpenAlex topics are source-provided classifications.
Affiliations
Faculty of Health Sciences, Jagiellonian University Medical College, 33-332 Krakow, Poland
Department of Rehabilitation, Lesser Poland Orthopedic and Rehabilitation Hospital, 30-224 Krakow, Poland
References (71)
Show source-provided references
1. World Health Organization (2007). WHO Global Report on Falls Prevention in Older Age, World Health Organization.
2. Effects of falls prevention interventions on falls outcomes for hospitalised adults: Protocol for a systematic review with meta-analysis10.1136/bmjopen-2017-017864 ↗
3. Falls in the Aging Population10.1016/j.cger.2017.03.002 ↗
4. Interventions for the prevention of falls in older adults: Systematic review and meta-analysis of randomised clinical trials10.1136/bmj.328.7441.680 ↗
5. Virtual reality experiences, embodiment, videogames and their dimensions in neurorehabilitation10.1186/s12984-018-0461-0 ↗
6. Paszkiel, S. (2020). Augmented Reality (AR) Technology in Correlation with Brain–Computer Interface Technology Immersion. Studies in Computational Intelligence 852 Analysis and Classification of EEG Signals for Brain-Computer Interfaces, Springer.10.1007/978-3-030-30581-9_10 ↗
7. Paszkiel, S. (2020). Using BCI and VR Technology in Neurogaming. Studies in Computational Intelligence 852 Analysis and Classification of EEG Signals for Brain-Computer Interfaces, Springer.10.1007/978-3-030-30581-9 ↗
8. An Integrated Brain-Machine Interface Platform with Thousands of Channels10.2196/16194 ↗
9. Exergames: Neuroplastic hypothesis about cognitive improvement and biological effects on physical function of institutionalized older persons10.4103/1673-5374.177709 ↗
10. Virtual Reality-Based Exercise with Exergames as Medicine in Different Contexts: A Short Review10.2174/1745017901915010015 ↗
11. Exercise and rehabilitation delivered through exergames in older adults: An integrative review of technologies, safety and efficacy10.1016/j.ijmedinf.2015.10.008 ↗
12. Effectiveness of exergames for improving mobility and balance in older adults: A systematic review and meta-analysis10.1186/s13643-020-01421-7 ↗
13. Keil, J., Edler, D., O’Meara, D., Korte, A., and Dickmann, F. (2021). Effects of Virtual Reality Locomotion Techniques on Distance Estimations. ISPRS Int. J. Geo-Inf., 10.10.3390/ijgi10030150 ↗
14. Virtual reality among the elderly: A usefulness and acceptance study from Taiwan
15. Beyond Feeling Sick: The Visual and Cognitive Aftereffects of Virtual Reality10.1109/ACCESS.2019.2940073 ↗
16. Recovery from virtual environment exposure: Expected time course of symptoms and potential readaptation strategies10.1518/001872007X200120 ↗
17. Using virtual reality to augment perception, enhance sensorimotor adaptation, and change our minds10.3389/fnsys.2014.00056 ↗
18. Exergaming with Beat Saber: An Investigation of Virtual Reality Aftereffects10.2196/19840 ↗
19. Effect of video-based exergaming on arm and cognitive function in persons with multiple sclerosis: A randomized controlled trial10.1016/j.msard.2020.101966 ↗
20. Telerehabilitation: Development, Application, and Need for Increased Usage in the COVID-19 Era for Patients with Spinal Pathology
21. Virtual Reality as a Bridge in Palliative Care during COVID-1910.1089/jpm.2020.0212 ↗
22. Moher, D., Liberati, A., Tetzlaff, J., and Altman, D.G. (2009). The PRISMA Group. Preferred reporting items for systematic reviews and meta-analyses: The PRISMA statement. PLoS Med., 6.10.1371/journal.pmed.1000097 ↗
23. What is your research question? An introduction to the PICOT format for clinicians
24. Rayyan—A web and mobile app for systematic reviews10.1186/s13643-016-0384-4 ↗
25. Reliability of the PEDro Scale for Rating Quality of Randomized Controlled Trials10.1093/ptj/83.8.713 ↗
26. Scales to Assess the Quality of Randomized Controlled Trials: A Systematic Review10.2522/ptj.20070147 ↗
27. (2021, January 05). PEDro Scale. Available online: https://www.pedro.org.au/wp-content/uploads/PEDro_scale.pdf.
28. Effects of Playful Exercise of Older Adults on Balance and Physical Activity: A Randomized Controlled Trial10.1007/s12062-020-09273-8 ↗
29. Fear of falling: Efficacy of virtual reality associated with serious games in elderly people10.2147/NDT.S97809 ↗
30. The effect of sensor-based exercise at home on functional performance associated with fall risk in older people—A comparison of two exergame interventions10.1186/s11556-015-0156-5 ↗
31. Video and computer-based interactive exercises are safe and improve task-specific balance in geriatric and neurological rehabilitation: A randomised trial10.1016/j.jphys.2015.11.005 ↗
32. Multicomponent physical exercise with simultaneous cognitive training to enhance dual-task walking of older adults: A secondary analysis of a 6-month randomized controlled trial with 1-year follow-up10.2147/CIA.S91997 ↗
33. Efficacy of Wii-Fit on Static and Dynamic Balance in Community Dwelling Older Veterans: A Randomized Controlled Pilot Trial10.1155/2017/4653635 ↗
34. Effects of WiiActive exercises on fear of falling and functional outcomes in community-dwelling older adults: A randomised control trial10.1093/ageing/afw108 ↗
35. Virtual reality exercise to improve balance control in older adults at risk of falling10.12809/hkjr1615298 ↗
36. A Wii Bit of Fun: A Novel Platform to Deliver Effective Balance Training to Older Adults10.1089/g4h.2015.0006 ↗
37. Kinematic effect of Nintendo WiiTM sports program exercise on obstacle gait in elderly women with falling risk10.1589/jpts.27.1397 ↗
38. Addition of a non-immersive virtual reality component to treadmill training to reduce fall risk in older adults (V-TIME): A randomised controlled trial10.1016/S0140-6736(16)31325-3 ↗
39. Effects of an In-home Multicomponent Exergame Training on Physical Functions, Cognition, and Brain Volume of Older Adults: A Randomized Controlled Trial10.3389/fmed.2019.00321 ↗
40. Effects of Virtual Reality-Based Physical and Cognitive Training on Executive Function and Dual-Task Gait Performance in Older Adults with Mild Cognitive Impairment: A Randomized Control Trial10.3389/fnagi.2019.00162 ↗
41. Effects of physical, virtual reality-based, and brain exercise on physical, cognition, and preference in older persons: A randomized controlled trial10.1186/s11556-018-0199-5 ↗
42. The effectiveness and cost-effectiveness of strength and balance Exergames to reduce falls risk for people aged 55 years and older in UK assisted living facilities: A multi-centre, cluster randomised controlled trial10.1186/s12916-019-1278-9 ↗
43. The effect of cognitive-motor dual task training with the biorescue force platform on cognition, balance and dual task performance in institutionalized older adults: A randomized controlled trial10.1589/jpts.29.1137 ↗
44. Oesch, P., Kool, J., Fernandez-Luque, L., Brox, E., Evertsen, G., Civit, A., Hilfiker, R., and Bachmann, S. (2017). Exergames versus self-regulated exercises with instruction leaflets to improve adherence during geriatric rehabilitation: A randomized controlled trial. BMC Geriatr., 17.10.1186/s12877-017-0467-7 ↗
45. Effects of Kinect exergames on balance training among community older adults: A randomized controlled trial10.1097/MD.0000000000021228 ↗
46. Şenduran; Tomruk, M.; Ertekin, Özge; Algun, Z.C. Comparison of the effects of virtual reality-based balance exercises and conventional exercises on balance and fall risk in older adults living in nursing homes in Turkey10.3109/09593985.2015.1138009 ↗
47. ICT-based system to predict and prevent falls (iStoppFalls): Results from an international multicenter randomized controlled trial10.1186/s11556-015-0155-6 ↗
48. A New Approach to Improve Cognition, Muscle Strength, and Postural Balance in Community-Dwelling Elderly with a 3-D Virtual Reality Kayak Program10.1620/tjem.238.1 ↗
49. Riener, R., and Harders, M. (2012). Virtual Reality in Medicine, Springer.10.1007/978-1-4471-4011-5 ↗
50. A review of virtual reality based training simulators for orthopaedic surgery10.1016/j.medengphy.2015.11.021 ↗
51. A Virtual Reality Intervention for the Treatment of Phantom Limb Pain: Development and Feasibility Results10.1093/pm/pnz121 ↗
52. Virtual Reality for Management of Pain in Hospitalized Patients: Results of a Controlled Trial10.2196/mental.7387 ↗
53. Creating state of the art, next-generation Virtual Reality exposure therapies for anxiety disorders using consumer hardware platforms: Design considerations and future directions10.1080/16506073.2017.1280843 ↗
54. The role of virtual and augmented reality in orthopedic trauma surgery: From diagnosis to rehabilitation10.1016/j.cmpb.2020.105407 ↗
55. Benefits of Exercise in the Older Population10.1016/j.pmr.2017.06.001 ↗
56. The Effect of Additional Virtual Reality Training on Balance in Children with Cerebral Palsy after Lower Limb Surgery: A Feasibility Study10.1089/g4h.2016.0069 ↗
57. Wii-based exercise program to improve physical fitness, motor proficiency and functional mobility in adults with Down syndrome10.1111/jir.12384 ↗
58. Physiological and Perceived Responses in Different Levels of Exergames in Elite Athletes10.1089/g4h.2016.0074 ↗
59. Assessing Motivational Differences between Young and Older Adults When Playing an Exergame10.1089/g4h.2019.0082 ↗
60. Technology-assisted rehabilitation following total knee or hip replacement for people with osteoarthritis: A systematic review and meta-analysis10.1186/s12891-019-2900-x ↗
61. Evidence of benefit of telerehabitation after orthopedic surgery: A systematic review10.2196/jmir.6836 ↗
62. Effects of Exergaming on Balance of Healthy Older Adults: A Systematic Review and Meta-analysis of Randomized Controlled Trials10.1089/g4h.2019.0016 ↗
63. The influence of tai chi and yoga on balance and falls in a residential care setting: A randomised controlled trial10.1080/10376178.2014.11081929 ↗
64. Systematic review and meta-analysis: Tai Chi for preventing falls in older adults10.1136/bmjopen-2016-013661 ↗
65. Examining the Effects of an Otago-Based Home Exercise Program on Falls and Fall Risks in an Assisted Living Facility10.1519/JPT.0000000000000190 ↗
66. Effect of exergaming on health-related quality of life in older adults: A systematic review10.1016/j.ijnurstu.2019.01.010 ↗
67. Virtual reality using games for improving physical functioning in older adults: A systematic review10.1186/1743-0003-11-156 ↗
68. Effect of Exergames on Depression: A Systematic Review and Meta-Analysis10.1089/cyber.2015.0366 ↗
69. Byra, J., and Czernicki, K. (2020). The Effectiveness of Virtual Reality Rehabilitation in Patients with Knee and Hip Osteoarthritis. J. Clin. Med., 9.10.3390/jcm9082639 ↗
70. CONSORT 2010 explanation and elaboration: Updated guidelines for reporting parallel group randomised trials10.1136/bmj.c869 ↗
71. Virtual Reality Clinical Research: Promises and Challenges10.2196/10839 ↗