2021
DOI: 10.3390/mti5090052
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Immersive Virtual Reality Exergame Promotes the Practice of Physical Activity in Older People: An Opportunity during COVID-19

Abstract: Life expectancy has increased in recent years. Physical activity has been postulated as a key element in active aging strategies. However, adherence to physical exercise programs has traditionally been low among the elderly, and the current situation of the COVID-19 pandemic has added extra impediments. Immersive virtual reality (IVR) devices could motivate this population to practice exercise. This study aimed to analyse the use of IVR exergames as a tool to facilitate physical exercise in older people. Four … Show more

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Cited by 30 publications
(47 citation statements)
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“…At the end of the session, in a sitting position, the participants were asked if they had experienced any discomfort of the kind associated with cybersickness. Based on our previous experiences [31,32], the clinical criteria of four physiotherapists, and by following general recommendations for physical activities for older adults [33], a BOX VR was chosen (available in the library of Viveport.com accessed on 10 July 2021), which simulates being in a gym. The participants must perform different boxing The immersive virtual environment was created using the HTC Vive Pro TM commercial entertainment device.…”
Section: Interventionmentioning
confidence: 99%
See 4 more Smart Citations
“…At the end of the session, in a sitting position, the participants were asked if they had experienced any discomfort of the kind associated with cybersickness. Based on our previous experiences [31,32], the clinical criteria of four physiotherapists, and by following general recommendations for physical activities for older adults [33], a BOX VR was chosen (available in the library of Viveport.com accessed on 10 July 2021), which simulates being in a gym. The participants must perform different boxing The immersive virtual environment was created using the HTC Vive Pro TM commercial entertainment device.…”
Section: Interventionmentioning
confidence: 99%
“…At the end of the session, in a sitting position, the participants were asked if they had experienced any discomfort of the kind associated with cybersickness. Based on our previous experiences [31,32], the clinical criteria of four physiotherapists, and by following general recommendations for physical activities for older adults [33], a BOX VR was chosen (available in the library of Viveport.com accessed on 10 July 2021), which simulates being in a gym. The participants must perform different boxing techniques (guard, jab, cross, hook, uppercut) and must move their trunk, head, and lower Based on our previous experiences [31,32], the clinical criteria of four physiotherapists, and by following general recommendations for physical activities for older adults [33], a BOX VR was chosen (available in the library of Viveport.com accessed on 10 July 2021), which simulates being in a gym.…”
Section: Interventionmentioning
confidence: 99%
See 3 more Smart Citations