2013
DOI: 10.1093/ageing/aft194
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Effectiveness and feasibility of virtual reality and gaming system use at home by older adults for enabling physical activity to improve health-related domains: a systematic review

Abstract: existing evidence to support the feasibility and effectiveness VR/gaming systems use by older adults at home to enable physical activity to address impairments, activity limitations and participation is weak with a high risk of bias. The findings of this review may inform future, more rigorous research.

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Cited by 211 publications
(148 citation statements)
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“…Conversely, Hall et al 5 proposed future studies should consider ''more robust and rigorous research designs are needed to increase validity and reliability of results'' (p. 1). Although Miller et al 3 echoed the recommendation of Hall et al, 5 they also proposed three key points, including ''The current evidence for the effectiveness of home-based VR/gaming for improving health-related domains in older adults is relatively weak with a high risk of bias and therefore insufficient to provide sound recommendations for clinical practice, strong retention and adherence with exercise, and the need for assistance, training and monitoring to ensure safety was identified and future studies should not only address the effectiveness of VR/gaming exercise programs for particular older populations, but also the feasibility issues specific to the implementation in a home environment using more rigorous research designs'' (p. 194). 5 As life expectancy continues to increase, new and innovative research is needed to explore digital game use by the oldest old.…”
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confidence: 99%
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“…Conversely, Hall et al 5 proposed future studies should consider ''more robust and rigorous research designs are needed to increase validity and reliability of results'' (p. 1). Although Miller et al 3 echoed the recommendation of Hall et al, 5 they also proposed three key points, including ''The current evidence for the effectiveness of home-based VR/gaming for improving health-related domains in older adults is relatively weak with a high risk of bias and therefore insufficient to provide sound recommendations for clinical practice, strong retention and adherence with exercise, and the need for assistance, training and monitoring to ensure safety was identified and future studies should not only address the effectiveness of VR/gaming exercise programs for particular older populations, but also the feasibility issues specific to the implementation in a home environment using more rigorous research designs'' (p. 194). 5 As life expectancy continues to increase, new and innovative research is needed to explore digital game use by the oldest old.…”
mentioning
confidence: 99%
“…3 Research focusing on the application, feasibility, and effectiveness of virtual reality (VR) digital gaming systems to manage or improve the effects of physical and mental impairment and limitations in community settings found insufficient evidence to validate the feasibility and effectiveness of such an approach. Conversely, one of the limitations from these studies is the lack of physical recommendations as noted by these authors.…”
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confidence: 99%
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