The Effectiveness of Virtual Reality Exercise to Reduce Risks of Fall in Elderly with Balance Disorders: A Literature Review †
Abstract
:1. Introduction
2. Methods
- Population is elder*, older adult*, geriatric, frail*, geriatric
- Intervention is virtual reality, augmented reality, computer assisted, computer stimulation
- Comparison is other intervention
- Outcome is to risk of fall, accidental fall*, fall
3. Results
3.1. Participants
3.2. Description of Studies and Intervention
3.3. Outcome Measures
4. Discussion
4.1. Dosage of Exercise
4.2. The Effectiveness of Exercise in Reducing the Risk of Falling and Improving Balance in the Elderly
4.3. Factors Affecting the Effectiveness of Virtual Reality
5. Research Limitations
6. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
- Zahedian-Nasab, N.; Jaberi, A.; Shirazi, F.; Kavousipor, S. Effect of virtual reality exercises on balance and fall in elderly people with fall risk: A randomized controlled trial. BMC Geriatr. 2021, 21, 509. [Google Scholar] [CrossRef] [PubMed]
- Alabdullgader, A.; Rabbani, U. Prevalence and risk factors of falls among the elderly in Unaizah City, Saudi Arabia. Sultan Qaboos Univ. Med. J. 2021, 21, e86. [Google Scholar] [CrossRef] [PubMed]
- Liu, S.W.; Obermeyer, Z.; Chang, Y.; Shankar, K.N. Frequency of ED revisits and death among older adults after a fall. Am. J. Emerg. Med. 2015, 33, 1012–1018. [Google Scholar] [CrossRef] [PubMed] [Green Version]
- Suryani, M.; Paulus, E.; Farabi, R. Semi-Immersive Virtual Reality Untuk Meningkatkan Motivasi Dan Kemampuan Kognitif Siswa Dalam Pembelajaran; Jl Udayana Kampus Tengah: Banjar Bali, Indonesia, 2016; pp. 42–47. [Google Scholar]
- Morel, M.; Bideau, B.; Lardy, J.; Kulpa, R. Advantages and limitations of virtual reality for balance assessment and rehabilitation. Neurophysiol. Clin. 2015, 45, 315–326. [Google Scholar] [CrossRef] [PubMed]
- Rahayu, U.B.; Zulekha, N.E. Perbedaan Tandem Exercise dengan Virtual Reality Exercise dalam Mengatasi Resiko Jatuh pada Lanjut Usia: A Pilot Project. In Proceedings of the 10th University Research Colloquium, Gombong, Indonesia, 28 October 2019; pp. 688–693. [Google Scholar]
- Edoardo, A.; Zachary, M.; Joanna Briggs Institute Reviewer’s Manual [Internet]. The Joanna Briggs Institute. 2017. Available online: https://reviewersmanual.joannabriggs.org/ (accessed on 16 February 2020).
- Aveyard, H. Doing a Literature Review in Health and Social Care: A Practical Guide, 4th ed.; Mc-Graw Hill Education: London, UK, 2018. [Google Scholar]
- Gonzales, L. The Book of Balance: Rehab Secrets to Improve Your Balance and Decrease Your Risk of Falling; The Healthy Boomers Media: California, LLC: Jacksonville, FL, USA, 2018. [Google Scholar]
- Sadeghi, H.; Jehu, D.A.; Daneshjoo, A.; Shakoor, E.; Razeghi, M.; Amani, A.; Hakim, M.N.; Yusof, A. Effects of 8 Weeks of Balance Training, Virtual Reality Training, and Combined Exercise on Lower Limb Muscle Strength, Balance, and Functional Mobility Among Older Men: A Randomized Controlled Trial. Sport. Health 2021, 13, 606–612. [Google Scholar] [CrossRef] [PubMed]
- Yousefi Babadi, S.; Daneshmandi, H. Effects of virtual reality versus conventional balance training on balance of the elderly. Exp. Gerontol. 2021, 153, 111498. [Google Scholar] [CrossRef] [PubMed]
- Lima Rebêlo, F.; de Souza Silva, L.F.; Doná, F.; Sales Barreto, A.; de Souza Siqueira Quintans, J. Immersive virtual reality is effective in the rehabilitation of older adults with balance disorders: A randomized clinical trial. Exp. Gerontol. 2021, 149, 111308. [Google Scholar] [CrossRef] [PubMed]
- Phu, S.; Vogrin, S.; Al Saedi, A.; Duque, G. Balance training using virtual reality improves balance and physical performance in older adults at high risk of falls. Clin. Interv. Aging. 2019, 14, 1567–1577. [Google Scholar] [CrossRef] [PubMed] [Green Version]
- Liu, M.; Zhou, K.; Chen, Y.; Zhou, L.; Bao, D.; Zhou, J. Is Virtual Reality Training More Effective Than Traditional Physical Training on Balance and Functional Mobility in Healthy Older Adults? A Systematic Review and Meta-Analysis. Front. Hum. Neurosci. 2022, 16, 1–15. [Google Scholar] [CrossRef] [PubMed]
- dos Santos, D.E.; dos Santos, T.E.; Paineiras-Domingos, L.L.; Crossetti, M.G.; Thomaz Campos, C.M.; Maia, G.G. Verification of the Effectiveness of Virtual Reality in the Intrinsic Factors on the Risk of Falls in Healthy Elderly: Systematic Review. Am. J. Gerontol. Geriatr. 2019, 2, 1017. [Google Scholar]
Study | Experimental Group | Control Group | Dosage |
---|---|---|---|
Sadeghi et al. [10] | Virtual Reality Group: This exercise using the Xbox Kinect Sport includes the The Light Race (Stomp It) minigame, Target Kick, and the Goalkeeper minigame. Three consoles were used during the VR session. An introductory exercise session was conducted prior to the start of training, which involved playing each of the 3 games twice. As participants increase, they progress with increasing difficulty of VR games. | Comparison Group: Balance training Exercises such as single leg stance with eyes open and closed, heel or toe standing, tandem and semitandem foot stances, tandem walking, backward and forward walking, and weight transfer. An introductory exercise session is conducted before the start of training, involving 1 to 2 sets of 6 to 8 repetitions of each exercise. | 40 min, 3 times per week for 8 weeks |
Mix Group Warm up 5 min, BT workout 15 min, VR workout 15 min, and cool down 5 min 3 times a week for 8 weeks | Control Group: Continuing to carry out daily activities and avoiding starting a new exercise program during the study period. | ||
Babadi et al. [11] | Virtual reality training using Kinect box, console, and monitor. During the first three weeks of the exercise program, stand in two positions, raise heels and feet, and walk in place. During the next three weeks exercises of neck hyperextension, free leg swing, and neck and trunk rotation were performed in addition to standing in two positions, lifting heels and feet, and walking in place. Then, over the last three weeks exercises touching the floor, walking sideways, walking, and standing on one leg were added to the training. | Perform daily routine activities for balance | Each session lasts about 1 h (10 min of warm-up exercise, 40 min of exercise, and 10 min of cool-down) for 9 weeks, 3 times a week, and with one day in between. |
Zahedian-Nasab et al. [1] | Stimulate balance training using Xbox Kinect as well as with games. Selected games (Kinect Sports 1 and 2) include penalty, goalkeeping, skiing and darts and each session covers a different aspect to improve balance | Routine nursing home programs, including jogging at the nursing home, table tennis, and some art activities. | two 30–60 min sessions each week for 6 weeks. |
Rebêlo F. et al. [12] | The exercises are carried out in virtual reality and include four games namely BoxVR, Baskhead, InCell and Roller Coaster Thrills and Chills. Each game is played for 8 min, with a three minute rest interval between games. All games are played in all sessions. | Balance exercises in a straight line, exercises on unstable surfaces, gait/balance exercises on the mat. Exercise changes every week, with increasing postural instability and exercise intensity. The protocol is performed in circuit mode, each exercise is performed for 2 min, and the entire circuit is repeated three times per session, with a three-minute rest interval between each repetition. | 50 min morning sessions twice a week for 2 months. |
Phu et al. [13] | Virtual reality balance exercises using the BRU program, namely rehabilitation exercises and postural exercises for about 15 min each and virtual reality headsets. | Exercise program based on OEP. Modified OEP in which exercises are completed in a group setting following a circuit style, including post-exercise warm-up and cool-down, and various stretching exercises. | 60 min, twice a week, for a total of 12 sessions over 6 weeks |
Study | Media | VR Type | Games | Balance Activity | Dosage | Format |
---|---|---|---|---|---|---|
Sadeghi et al. [10] | Xbox Kinect | Immersive | The Light Race, the Target Kick, Goalkeeper | Lower limb challenged activities: stomping, kicking, side-stepping | 16 h | Individual |
Babadi S. et al. [11] | Kinect box, konsol, dan monitor | Immersive | Sports Pack 1 and 2 | Upper and lower extremities activities while standing such as boxing, table tennis, and soccer. | 27 h | Individual |
Zahedian-Nasab et al. [1] | Xbox Kinect | Immersive | Kinect Sports 1 and 2 | Penalty, goalkeeping, ski, and darts, | Max 12 h | Individual |
Rebêlo F. et al. [12]. | Oculus Rift virtual reality | Immersive | BoxVR, Baskhead, InCell, Thrills and Chills Roller Coasters | Combination of trunk movements, limb movements, balance stability challenges, weight transfer, multidirectional steps, jumping, and crouching | 13.3 h | Individual |
Ph et al. [13] | Balance Rehabilitation Unit Program | Immersive | Balance Rehabilitation Unit | Ring/block collecting | 12 h | Individual |
Publisher’s Note: MDPI stays neutral with regard to jurisdictional claims in published maps and institutional affiliations. |
© 2022 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
Share and Cite
Karnadipa, T.; Santoso, I.; Pratama, A.D.; Aulia, N.N. The Effectiveness of Virtual Reality Exercise to Reduce Risks of Fall in Elderly with Balance Disorders: A Literature Review. Proceedings 2022, 83, 2. https://doi.org/10.3390/proceedings2022083002
Karnadipa T, Santoso I, Pratama AD, Aulia NN. The Effectiveness of Virtual Reality Exercise to Reduce Risks of Fall in Elderly with Balance Disorders: A Literature Review. Proceedings. 2022; 83(1):2. https://doi.org/10.3390/proceedings2022083002
Chicago/Turabian StyleKarnadipa, Triana, Iman Santoso, Aditya Denny Pratama, and Nahdiya Nurul Aulia. 2022. "The Effectiveness of Virtual Reality Exercise to Reduce Risks of Fall in Elderly with Balance Disorders: A Literature Review" Proceedings 83, no. 1: 2. https://doi.org/10.3390/proceedings2022083002
APA StyleKarnadipa, T., Santoso, I., Pratama, A. D., & Aulia, N. N. (2022). The Effectiveness of Virtual Reality Exercise to Reduce Risks of Fall in Elderly with Balance Disorders: A Literature Review. Proceedings, 83(1), 2. https://doi.org/10.3390/proceedings2022083002