2014
DOI: 10.1089/g4h.2013.0093
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Usability and Effects of an Exergame-Based Balance Training Program

Abstract: Background: Post-stroke recovery benefits from structured, intense, challenging, and repetitive therapy. Exergames have emerged as promising to achieve sustained therapy practice and patient motivation. This study assessed the usability and effects of exergames on balance and gait. Subjects and Methods: Sixteen elderly participants were provided with the study intervention based on five newly developed exergames. The participants were required to attend 36 training sessions; lasting for 20 minutes each. Adhere… Show more

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Cited by 78 publications
(82 citation statements)
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References 49 publications
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“…The primary aim of the reviewed studies was to evaluate the potential effect of gaming/VR exercise on balance, either alone (9,12,(32)(33)(34)(35)(36)(37)(38)(39)(40)(41)(42)(43)(44)(45)(46), in combination with other physical abilities such as strength or mobility (11,13,(47)(48)(49)(50)(51), or in combination with falls or fear of falling, cognition, quality of life, or user experience (52)(53)(54)(55)(56)(57)(58)(59)(60)(61)(62). Seven studies investigated the effect of gaming/VR exercise on gait parameters (63)(64)(65)(66)(67)(68)(69), and six studies examined the effectiveness with regard to different physical functions and associated fall risk (10,(70)(71)(72)…”
Section: Study Characteristicsmentioning
confidence: 99%
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“…The primary aim of the reviewed studies was to evaluate the potential effect of gaming/VR exercise on balance, either alone (9,12,(32)(33)(34)(35)(36)(37)(38)(39)(40)(41)(42)(43)(44)(45)(46), in combination with other physical abilities such as strength or mobility (11,13,(47)(48)(49)(50)(51), or in combination with falls or fear of falling, cognition, quality of life, or user experience (52)(53)(54)(55)(56)(57)(58)(59)(60)(61)(62). Seven studies investigated the effect of gaming/VR exercise on gait parameters (63)(64)(65)(66)(67)(68)(69), and six studies examined the effectiveness with regard to different physical functions and associated fall risk (10,(70)(71)(72)…”
Section: Study Characteristicsmentioning
confidence: 99%
“…The remaining studies included different patient groups living at home, in nursing or retirement homes, or in-hospital patients, either as the only study sample or in combination with healthy older adults ( Table 3). (33,59). Five of the custom-designed games targeted walking and stepping movements and used either a treadmill with a VR simulation (63,64,68), the Xavix Measured…”
Section: Participant Characteristicsmentioning
confidence: 99%
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“…We h Unity 3D) can be used. Th guage to support a set of fe physical rehabilitation for b [7] has been developed as part of Rewire p e of Rewire is to develop a low-cost game-based platfo arged from the hospital, to pursue their rehabilitation au emote supervision of the clinicians. The Rewire platform omponents: a patient station (PS), a hospital station (H NS).…”
Section: Intelligent Game Ementioning
confidence: 99%
“…Using IGER, we have developed a set of eleven exergames for balance and posture rehabilitation, six of which have been thoroughly tested for usability with post-stroke patients [7]. IGER has also been used to create nine exergames for neglect rehabilitation, highlighting how the engine is flexible enough to be used for the rehabilitation of different pathologies.…”
Section: Fig 5 Fruit Catcher Exergamementioning
confidence: 99%