The Effectiveness of a Virtual Reality-Based Exergame Protocol in Improving Postural Balance in Older Adults During the COVID-19 Pandemic
Background: The COVID-19 pandemic significantly reduced physical activity levels, particularly among older people, negatively impacting their postural balance and increasing the risk of falls and hip fractures. This study aims to assess the effect of a virtual reality-based exergame physical activit...
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description | Background: The COVID-19 pandemic significantly reduced physical activity levels, particularly among older people, negatively impacting their postural balance and increasing the risk of falls and hip fractures. This study aims to assess the effect of a virtual reality-based exergame physical activity protocol at home on improving postural balance in older people. Materials and Methods: A quasi-experimental design was employed with 10 older people (71 ± 9 years) who participated in a virtual reality-based exergame physical activity protocol consisting of eighteen 25 min sessions conducted at home. The protocol incorporated 3D movement tracking using a sensor attached to the participants’ bodies to monitor postural sway in real time. Clinical measurements included the Timed Up and Go test and posturographic measures of center-of-pressure, including sway area, velocity, and standard deviation in the mediolateral and anteroposterior directions under four conditions: static with the eyes open and eyes closed and dynamic voluntary sway in the mediolateral direction following a 30 Hz metronome with the eyes open and eyes closed. Paired t-tests were used to compare pre- and post-intervention data. Results: The intervention led to significant improvements in postural balance as measured using both posturographic measures (p < 0.05) and the Timed Up and Go test (p = 0.04). Conclusion: The virtual reality-based exergame physical activity protocol conducted at home, comprising eighteen 25 min sessions, effectively improves postural balance in older people. |
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This study aims to assess the effect of a virtual reality-based exergame physical activity protocol at home on improving postural balance in older people. Materials and Methods: A quasi-experimental design was employed with 10 older people (71 ± 9 years) who participated in a virtual reality-based exergame physical activity protocol consisting of eighteen 25 min sessions conducted at home. The protocol incorporated 3D movement tracking using a sensor attached to the participants’ bodies to monitor postural sway in real time. Clinical measurements included the Timed Up and Go test and posturographic measures of center-of-pressure, including sway area, velocity, and standard deviation in the mediolateral and anteroposterior directions under four conditions: static with the eyes open and eyes closed and dynamic voluntary sway in the mediolateral direction following a 30 Hz metronome with the eyes open and eyes closed. Paired t-tests were used to compare pre- and post-intervention data. Results: The intervention led to significant improvements in postural balance as measured using both posturographic measures (p < 0.05) and the Timed Up and Go test (p = 0.04). Conclusion: The virtual reality-based exergame physical activity protocol conducted at home, comprising eighteen 25 min sessions, effectively improves postural balance in older people.</description><identifier>ISSN: 2414-4088</identifier><identifier>EISSN: 2414-4088</identifier><identifier>DOI: 10.3390/mti9010007</identifier><language>eng</language><publisher>Basel: MDPI AG</publisher><subject>Computer & video games ; COVID-19 ; Demographics ; Design of experiments ; Fractures ; home ; Intervention ; Laboratories ; older adults ; Older people ; Pandemics ; physical activity ; Physical exercise ; Physiology ; postural balance ; Posture ; Quasi-experimental methods ; Sensors ; Software ; Three dimensional motion ; Variables ; Virtual reality</subject><ispartof>Multimodal technologies and interaction, 2025-01, Vol.9 (1), p.7</ispartof><rights>2025 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/). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License.</rights><lds50>peer_reviewed</lds50><oa>free_for_read</oa><woscitedreferencessubscribed>false</woscitedreferencessubscribed><cites>FETCH-LOGICAL-c1290-447e2c8d37332f1e6d906b093c485bf9a2b010459a8fa0e3ed6c7e1d98b3ad553</cites><orcidid>0009-0005-5719-4445</orcidid></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><link.rule.ids>314,776,780,860,2096,27901,27902</link.rule.ids></links><search><creatorcontrib>Gatica-Rojas, Valeska</creatorcontrib><creatorcontrib>Camoglino-Escobar, María Isabel</creatorcontrib><creatorcontrib>Carrillo-Bestagno, Hernán</creatorcontrib><creatorcontrib>Cartes-Velásquez, Ricardo</creatorcontrib><title>The Effectiveness of a Virtual Reality-Based Exergame Protocol in Improving Postural Balance in Older Adults During the COVID-19 Pandemic</title><title>Multimodal technologies and interaction</title><description>Background: The COVID-19 pandemic significantly reduced physical activity levels, particularly among older people, negatively impacting their postural balance and increasing the risk of falls and hip fractures. This study aims to assess the effect of a virtual reality-based exergame physical activity protocol at home on improving postural balance in older people. Materials and Methods: A quasi-experimental design was employed with 10 older people (71 ± 9 years) who participated in a virtual reality-based exergame physical activity protocol consisting of eighteen 25 min sessions conducted at home. The protocol incorporated 3D movement tracking using a sensor attached to the participants’ bodies to monitor postural sway in real time. Clinical measurements included the Timed Up and Go test and posturographic measures of center-of-pressure, including sway area, velocity, and standard deviation in the mediolateral and anteroposterior directions under four conditions: static with the eyes open and eyes closed and dynamic voluntary sway in the mediolateral direction following a 30 Hz metronome with the eyes open and eyes closed. Paired t-tests were used to compare pre- and post-intervention data. Results: The intervention led to significant improvements in postural balance as measured using both posturographic measures (p < 0.05) and the Timed Up and Go test (p = 0.04). Conclusion: The virtual reality-based exergame physical activity protocol conducted at home, comprising eighteen 25 min sessions, effectively improves postural balance in older people.</description><subject>Computer & video games</subject><subject>COVID-19</subject><subject>Demographics</subject><subject>Design of experiments</subject><subject>Fractures</subject><subject>home</subject><subject>Intervention</subject><subject>Laboratories</subject><subject>older adults</subject><subject>Older people</subject><subject>Pandemics</subject><subject>physical activity</subject><subject>Physical exercise</subject><subject>Physiology</subject><subject>postural balance</subject><subject>Posture</subject><subject>Quasi-experimental methods</subject><subject>Sensors</subject><subject>Software</subject><subject>Three dimensional motion</subject><subject>Variables</subject><subject>Virtual reality</subject><issn>2414-4088</issn><issn>2414-4088</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2025</creationdate><recordtype>article</recordtype><sourceid>BENPR</sourceid><sourceid>DOA</sourceid><recordid>eNpNUV1P3DAQjKoiFQEv_AJLvFVK8eclfoTjSk9CuhMCXq2NvTl8SmJqOwh-Qv91cxwCnna1OzuzmimKU0Z_CaHpeZ-9poxSWn0rDrlkspS0rr9_6X8UJyltJwRnkla0Piz-3T0iWbQt2uyfccCUSGgJkAcf8wgduUXofH4tLyGhI4sXjBvokaxjyMGGjviBLPunGJ79sCHrkPIYp6tL6GCwuNuuOoeRXLixy4lcjXGHy5PmfPWwvCqZJmsYHPbeHhcHLXQJT97rUXH_e3E3_1PerK6X84ub0jKuaSllhdzWTlRC8JbhzGk6a6gWVtaqaTXwZvJAKg11CxQFupmtkDldNwKcUuKoWO55XYCteYq-h_hqAnjzNghxYyBmbzs0HKRQutGikVZaBw2qGeM1oxw4OokT19mea3Lg74gpm20Y4zC9bwRTWnGpOJ1QP_coG0NKEdsPVUbNLjnzmZz4D0RrinA</recordid><startdate>20250101</startdate><enddate>20250101</enddate><creator>Gatica-Rojas, Valeska</creator><creator>Camoglino-Escobar, María Isabel</creator><creator>Carrillo-Bestagno, Hernán</creator><creator>Cartes-Velásquez, Ricardo</creator><general>MDPI AG</general><scope>AAYXX</scope><scope>CITATION</scope><scope>8FE</scope><scope>8FG</scope><scope>ABUWG</scope><scope>AFKRA</scope><scope>ARAPS</scope><scope>AZQEC</scope><scope>BENPR</scope><scope>BGLVJ</scope><scope>CCPQU</scope><scope>COVID</scope><scope>DWQXO</scope><scope>HCIFZ</scope><scope>P5Z</scope><scope>P62</scope><scope>PIMPY</scope><scope>PQEST</scope><scope>PQQKQ</scope><scope>PQUKI</scope><scope>PRINS</scope><scope>DOA</scope><orcidid>https://orcid.org/0009-0005-5719-4445</orcidid></search><sort><creationdate>20250101</creationdate><title>The Effectiveness of a Virtual Reality-Based Exergame Protocol in Improving Postural Balance in Older Adults During the COVID-19 Pandemic</title><author>Gatica-Rojas, Valeska ; Camoglino-Escobar, María Isabel ; Carrillo-Bestagno, Hernán ; Cartes-Velásquez, Ricardo</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c1290-447e2c8d37332f1e6d906b093c485bf9a2b010459a8fa0e3ed6c7e1d98b3ad553</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2025</creationdate><topic>Computer & video games</topic><topic>COVID-19</topic><topic>Demographics</topic><topic>Design of experiments</topic><topic>Fractures</topic><topic>home</topic><topic>Intervention</topic><topic>Laboratories</topic><topic>older adults</topic><topic>Older people</topic><topic>Pandemics</topic><topic>physical activity</topic><topic>Physical exercise</topic><topic>Physiology</topic><topic>postural balance</topic><topic>Posture</topic><topic>Quasi-experimental methods</topic><topic>Sensors</topic><topic>Software</topic><topic>Three dimensional motion</topic><topic>Variables</topic><topic>Virtual reality</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Gatica-Rojas, Valeska</creatorcontrib><creatorcontrib>Camoglino-Escobar, María Isabel</creatorcontrib><creatorcontrib>Carrillo-Bestagno, Hernán</creatorcontrib><creatorcontrib>Cartes-Velásquez, Ricardo</creatorcontrib><collection>CrossRef</collection><collection>ProQuest SciTech Collection</collection><collection>ProQuest Technology Collection</collection><collection>ProQuest Central (Alumni Edition)</collection><collection>ProQuest Central UK/Ireland</collection><collection>Advanced Technologies & Aerospace Collection</collection><collection>ProQuest Central Essentials</collection><collection>ProQuest Central</collection><collection>Technology Collection (ProQuest)</collection><collection>ProQuest One Community College</collection><collection>Coronavirus Research Database</collection><collection>ProQuest Central Korea</collection><collection>SciTech Premium Collection</collection><collection>Advanced Technologies & Aerospace Database</collection><collection>ProQuest Advanced Technologies & Aerospace Collection</collection><collection>Publicly Available Content Database</collection><collection>ProQuest One Academic Eastern Edition (DO NOT USE)</collection><collection>ProQuest One Academic</collection><collection>ProQuest One Academic UKI Edition</collection><collection>ProQuest Central China</collection><collection>DOAJ Directory of Open Access Journals</collection><jtitle>Multimodal technologies and interaction</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Gatica-Rojas, Valeska</au><au>Camoglino-Escobar, María Isabel</au><au>Carrillo-Bestagno, Hernán</au><au>Cartes-Velásquez, Ricardo</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>The Effectiveness of a Virtual Reality-Based Exergame Protocol in Improving Postural Balance in Older Adults During the COVID-19 Pandemic</atitle><jtitle>Multimodal technologies and interaction</jtitle><date>2025-01-01</date><risdate>2025</risdate><volume>9</volume><issue>1</issue><spage>7</spage><pages>7-</pages><issn>2414-4088</issn><eissn>2414-4088</eissn><abstract>Background: The COVID-19 pandemic significantly reduced physical activity levels, particularly among older people, negatively impacting their postural balance and increasing the risk of falls and hip fractures. This study aims to assess the effect of a virtual reality-based exergame physical activity protocol at home on improving postural balance in older people. Materials and Methods: A quasi-experimental design was employed with 10 older people (71 ± 9 years) who participated in a virtual reality-based exergame physical activity protocol consisting of eighteen 25 min sessions conducted at home. The protocol incorporated 3D movement tracking using a sensor attached to the participants’ bodies to monitor postural sway in real time. Clinical measurements included the Timed Up and Go test and posturographic measures of center-of-pressure, including sway area, velocity, and standard deviation in the mediolateral and anteroposterior directions under four conditions: static with the eyes open and eyes closed and dynamic voluntary sway in the mediolateral direction following a 30 Hz metronome with the eyes open and eyes closed. Paired t-tests were used to compare pre- and post-intervention data. Results: The intervention led to significant improvements in postural balance as measured using both posturographic measures (p < 0.05) and the Timed Up and Go test (p = 0.04). Conclusion: The virtual reality-based exergame physical activity protocol conducted at home, comprising eighteen 25 min sessions, effectively improves postural balance in older people.</abstract><cop>Basel</cop><pub>MDPI AG</pub><doi>10.3390/mti9010007</doi><orcidid>https://orcid.org/0009-0005-5719-4445</orcidid><oa>free_for_read</oa></addata></record> |
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subjects | Computer & video games COVID-19 Demographics Design of experiments Fractures home Intervention Laboratories older adults Older people Pandemics physical activity Physical exercise Physiology postural balance Posture Quasi-experimental methods Sensors Software Three dimensional motion Variables Virtual reality |
title | The Effectiveness of a Virtual Reality-Based Exergame Protocol in Improving Postural Balance in Older Adults During the COVID-19 Pandemic |
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