2021
DOI: 10.2196/27972
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The Effect of Mixed Reality Technologies for Falls Prevention Among Older Adults: Systematic Review and Meta-analysis

Abstract: Background Falling is one of the most common and serious age-related issues, and falls can significantly impair the quality of life of older adults. Approximately one-third of people over 65 experience a fall annually. Previous research has shown that physical exercise could help reduce falls among older adults and improve their health. However, older adults often find it challenging to follow and adhere to physical exercise programs. Interventions using mixed reality (MR) technology could help add… Show more

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Cited by 17 publications
(12 citation statements)
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“…The STAM and usability scores indicated mostly positive results. Some participants recognized the benefits and importance of regular exercise and thus performed it by themselves after completion of the intervention, similar results to previous studies [ 16 , 50 ]. However, scores of perceived enjoyment, usefulness, and intention to use were lower than those of other items.…”
Section: Discussionsupporting
confidence: 87%
“…The STAM and usability scores indicated mostly positive results. Some participants recognized the benefits and importance of regular exercise and thus performed it by themselves after completion of the intervention, similar results to previous studies [ 16 , 50 ]. However, scores of perceived enjoyment, usefulness, and intention to use were lower than those of other items.…”
Section: Discussionsupporting
confidence: 87%
“…A systematic review and meta-analysis of the use of mixed reality technologies for falls prevention for older adults, many of which used gamification or exergames, found a positive effect on physical functions and potential to reach older people to improve their health. 30 Of the 21 included studies, eight used the Xbox Kinect platform, and five used Nintendo Wii. The authors did however find that more attention needs to be given to usability and acceptability and that end-users should be included in intervention design.…”
Section: Evidence Of Gamification For Older Adultsmentioning
confidence: 99%
“…The authors did however find that more attention needs to be given to usability and acceptability and that end-users should be included in intervention design. 30 …”
Section: Evidence Of Gamification For Older Adultsmentioning
confidence: 99%
“…In addition to chronic diseases, among the most common age-related issues and a major health problem in an aging society is accidental falls among older adults. Approximately one-third of people over 65 experience a fall annually [ 3 , 4 , 5 ]. Fall-related injuries, such as hip fractures, represent a significant public health problem.…”
Section: Introductionmentioning
confidence: 99%
“…Older adults who fall have significantly more hospitalizations and emergency department visits than those who do not. Moreover, falls are the leading cause of injury death in older adults [ 3 , 6 , 7 , 8 ]. One very effective way to prevent falls is physical activity (PA) aimed at improving balance [ 9 ].…”
Section: Introductionmentioning
confidence: 99%