2021
DOI: 10.1007/s10055-020-00495-x
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Immersive virtual reality as physical therapy in older adults: present or future (systematic review)

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Cited by 38 publications
(32 citation statements)
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“…The creation of more immersive VR technologies, which are now accessible and commercially available, has allowed for the distribution of VR-based exergames to aid the immersion and interaction of players in virtual environments and potentially create an engaging experience to encourage physical activity participation [ 51 ]. The main difference of VR exergames compared with traditional exergames is the use of head-mounted displays to provide a more immersive experience, potentially leading to a more consistent feeling of presence and agency [ 52 ]. However, deploying VR exergaming technology for older adults’ at-home exercise, especially during a pandemic, can be complex for various reasons, such as (1) technology access (eg, the cost is still similar to state-of-the-art video gaming consoles) [ 47 ], (2) technical complexities (eg, hardware calibration and launching the games as well as content appropriateness), (3) older adults’ technology literacy, and (4) challenges of remote deployment and testing to capture potential physical and mental outcome measures [ 52 ].…”
Section: Introductionmentioning
confidence: 99%
“…The creation of more immersive VR technologies, which are now accessible and commercially available, has allowed for the distribution of VR-based exergames to aid the immersion and interaction of players in virtual environments and potentially create an engaging experience to encourage physical activity participation [ 51 ]. The main difference of VR exergames compared with traditional exergames is the use of head-mounted displays to provide a more immersive experience, potentially leading to a more consistent feeling of presence and agency [ 52 ]. However, deploying VR exergaming technology for older adults’ at-home exercise, especially during a pandemic, can be complex for various reasons, such as (1) technology access (eg, the cost is still similar to state-of-the-art video gaming consoles) [ 47 ], (2) technical complexities (eg, hardware calibration and launching the games as well as content appropriateness), (3) older adults’ technology literacy, and (4) challenges of remote deployment and testing to capture potential physical and mental outcome measures [ 52 ].…”
Section: Introductionmentioning
confidence: 99%
“…However, our previous work reported that the use of this technology by older people is lacking [24], in most cases have addressed the use of assessment or rehabilitation tools in people with pathologies such as Parkinson's disease [25] or post-stroke symptoms [26]. This study aimed to analyse the use of IVR exergames using a commercial HMD, as a tool to facilitate physical exercise in healthy older people.…”
Section: Introductionmentioning
confidence: 99%
“…One such fragile group is Parkinsonians, who could benefit from working with Immersive virtual reality (IVR). However, few studies have addressed the implementation of therapeutic and rehabilitation programs in fully immersive settings in the general population and even fewer in Parkinsonians [ 20 ].…”
Section: Introductionmentioning
confidence: 99%