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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

Miller, Kimberly, Brooke, Adair, Pearce, Alan, Said, Catherine, Ozanne, Elizabeth and Morris, Meg 2013, 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, Age and Ageing, doi: 10.1093/ageing/aft194.

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Title 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
Author(s) Miller, Kimberly
Brooke, Adair
Pearce, Alan
Said, Catherine
Ozanne, Elizabeth
Morris, Meg
Journal name Age and Ageing
Total pages 8
Publisher Oxford University Press
Place of publication Oxford, UK
Publication date 2013
ISSN 0002-0729
1468-2834
Keyword(s) Older people
Virtual reality
Gaming
Physical activity
Effectiveness
Systematic review
Summary Background
use of virtual reality and commercial gaming systems (VR/gaming) at home by older adults is receiving attention as a means of enabling physical activity.

Objective
to summarise evidence for the effectiveness and feasibility of VR/gaming system utilisation by older adults at home for enabling physical activity to improve impairments, activity limitations or participation.

Methods
a systematic review searching 12 electronic databases from 1 January 2000–10 July 2012 using key search terms. Two independent reviewers screened yield articles using pre-determined selection criteria, extracted data using customised forms and applied the Cochrane Collaboration Risk of Bias Tool and the Downs and Black Checklist to rate study quality.

Results
fourteen studies investigating the effects of VR/gaming system use by healthy older adults and people with neurological conditions on activity limitations, body functions and physical impairments and cognitive and emotional well-being met the selection criteria. Study quality ratings were low and, therefore, evidence was not strong enough to conclude that interventions were effective. Feasibility was inconsistently reported in studies. Where feasibility was discussed, strong retention (≥70%) and adherence (≥64%) was reported. Initial assistance to use the technologies, and the need for monitoring exertion, aggravation of musculoskeletal symptoms and falls risk were reported.

Conclusions

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.
Language eng
DOI 10.1093/ageing/aft194
Field of Research 170102 Developmental Psychology and Ageing
Socio Economic Objective 920502 Health Related to Ageing
HERDC Research category C1 Refereed article in a scholarly journal
Copyright notice ©2013, Oxford University Press
Persistent URL http://hdl.handle.net/10536/DRO/DU:30060326

Document type: Journal Article
Collection: School of Psychology
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Created: Mon, 10 Feb 2014, 10:08:25 EST by Penny Andrews

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