2022
DOI: 10.1007/s12652-022-04364-0
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Current state and trends of the research in exergames for the elderly and their impact on health outcomes: a scoping review

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Cited by 7 publications
(4 citation statements)
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“…Many effective exercise interventions were found with balance training (5, 6, 10-12, 18, 26, 27, 29-35), strengthening programs (3,15,16,21,27,33), and endurance training (11,27,31,32), and have proven their effectiveness in improving physical fitness and reducing the falls in the elderly in the community. Studies included in the analysis of simple fall prevention exercise programs are presented in Table S1.…”
Section: Resultsmentioning
confidence: 99%
See 1 more Smart Citation
“…Many effective exercise interventions were found with balance training (5, 6, 10-12, 18, 26, 27, 29-35), strengthening programs (3,15,16,21,27,33), and endurance training (11,27,31,32), and have proven their effectiveness in improving physical fitness and reducing the falls in the elderly in the community. Studies included in the analysis of simple fall prevention exercise programs are presented in Table S1.…”
Section: Resultsmentioning
confidence: 99%
“…For example, computerized balance training has been shown to improve performance in clinical tests of mobility and gait speed. In addition, cognitive-motor training programs are considered promising strategies for improving physical function in older people with the use of computer-based technology ideal for such interventions (20,21).…”
Section: Introductionmentioning
confidence: 99%
“…A possible solution to circumvent some of the technical problems would be the consideration of alternative peripherals. Recent research shows an increased use of camera-based systems and virtual or augmented reality headsets, which offer a wealth of new possibilities for optimizing these interventions (López-Nava et al, 2023 ).…”
Section: Discussionmentioning
confidence: 99%
“…A similar approach is being sought also for physical rehabilitation, in the form of telerehabilitation, through the employment of so-called Exergames or Serious Games. Exergames are broadly investigated for motor-cognitive rehabilitation in healthcare [33,34], exploiting new generation devices such as RGB-Depth cameras (e.g., Kinect) [35,36], balance boards (e.g., WII balance board) [37], and virtual-reality headsets [38,39]. The users can control the game through their own body and carry out goal-oriented tasks, which aim at stimulating specific motor and cognitive skills.…”
Section: Introductionmentioning
confidence: 99%