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ABSTRACT
Year : 2022  |  Volume : 6  |  Issue : 2  |  Page : 86-87

Poster Presentation: AB No: 41: Exergaming to improve Dynamic Balance in Elderly using Virtual Reality


Sri Ramachandra Institute of Higher Education and Research

Date of Web Publication15-Nov-2022

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Source of Support: None, Conflict of Interest: None


DOI: 10.4103/2456-7787.361097

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  Abstract 

Purpose: Reduction in physical activity impairs balance and increases the risk for falling in aging population. Falling due to reduced balance is the most common issue that significantly impairs quality of life. Hence, balance training can prevent serious health issues and improve wellbeing. Relevance: Research has shown that exercise improves balance among older adults. However, older adults often find it challenging to adhere to exercise programs. Virtual reality programs provide multisensory feedback such as visual, auditory, vestibular, and tactile which results in cognitive and neuromuscular training with entertainment value, thus allowing the patient to exercise more regularly, effortlessly, and effectively. Virtual Reality technology provides the user with opportunities to interact with virtual objects which can be used in framing exercises for active participation in the elderly which will improve balance and reduce fear of falling. Though there are many literatures on virtual reality based treatment, they are costly and not user-friendly. This study aims at providing a virtual reality based program for improving balance which could be portable, user friendly and cost efficient. Participants: Aged more than 60, MMSE scores more than 21, Berg balance scale score within 42–51, Corrected visual or auditory impairment, No neurological or musculoskeletal diagnosis that accounts for possible imbalance or fall and history of fall less than two in past six months. Methods: Thirty older adults aged more than 60 will be randomly assigned to either the Virtual reality group or conventional physiotherapy group with each 15 participants. The two groups will undergo a 4-week program with three sessions per week. Each session will consist of 5 minutes of warm-up and 40 minutes of training. The outcome measures that will be used pre and post-program are Berg Balance Scale, Timed up and go test, and Fall efficacy scale. Results: This study is ongoing and after completion analysis would be done and results would be projected.

Keywords: Elderly, Balance, Virtual Reality


How to cite this article:
Mugundan, M. R. Poster Presentation: AB No: 41: Exergaming to improve Dynamic Balance in Elderly using Virtual Reality. J Soc Indian Physiother 2022;6:86-7

How to cite this URL:
Mugundan, M. R. Poster Presentation: AB No: 41: Exergaming to improve Dynamic Balance in Elderly using Virtual Reality. J Soc Indian Physiother [serial online] 2022 [cited 2023 Jun 10];6:86-7. Available from: jsip-physio.org/text.asp?2022/6/2/86/361097






 

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