Application of Interactive Video Games as Rehabilitation Tools to Improve Postural Control and Risk of Falls in Prefrail Older Adults

Abstract
The purpose of this study was to examine whether interactive video game (IVG) training is an effective way to improve postural control outcomes and decrease the risk of falls. A convenience sample of 12 prefrail older adults were recruited and divided into two groups: intervention group performed IVG training for 40 minutes, twice per week, for a total of 16 sessions. The control group received no intervention and continued their usual activity. Outcome measures were centre of pressure (COP), mean velocity, sway area, and sway path. Secondary outcomes were Berg Balance Scale, Timed Up and Go (TUG), Falls Efficacy Scale International (FES-I), and Activities-Specific Balance Confidence (ABC). Assessment was conducted with preintervention (week zero) and postintervention (week eight). The intervention group showed significant improvement in mean velocity, sway area, Berg Balance Scale, and TUG ( ) compared to the control group. However, no significant improvement was observed for sway path ( ), FES-I ( <path d="M61 510C102 584 148 616 210 616C276 616 318 582 318 514C318 453 286 408 237 380C217 368 191 357 153 344V330C210 330 233 327 255 320C324 300 359 251 359 175C359 90 303 22 229 22C201 22 180 27 143 53C115 73 99 79 82 79C59 79 41 64 41 43C41 7 80 -14 153 -14C242 -14 337 15 385 79C414 117 431 166 431 219C431 271 415 317 387 348C366 370 348 382 304 401C371 441 397 491 397 539C397 621 334...
Funding Information
  • Ministry of Higher Education, KSA