Exergame technology and interactive interventions for elderly fall prevention: A systematic literature review

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dc.contributor.authorChoi, Sang Dko
dc.contributor.authorGuo, Liangjieko
dc.contributor.authorKang, Donghunko
dc.contributor.authorXiong, Shupingko
dc.date.accessioned2017-09-25T06:01:19Z-
dc.date.available2017-09-25T06:01:19Z-
dc.date.created2016-11-25-
dc.date.created2016-11-25-
dc.date.created2016-11-25-
dc.date.issued2017-11-
dc.identifier.citationAPPLIED ERGONOMICS, v.65, pp.570 - 581-
dc.identifier.issn0003-6870-
dc.identifier.urihttp://hdl.handle.net/10203/226114-
dc.description.abstractTraining balance and promoting physical activities in the elderly can contribute to fall-prevention. Due to the low adherence of conventional physical therapy, fall interventions through exergame technologies are emerging. The purpose of this review study is to synthesize the available research reported on exergame technology and interactive interventions for fall prevention in the older population. Twenty five relevant papers retrieved from five major databases were critically reviewed and analyzed. Results showed that the most common exergaming device for fall intervention was Nintendo Wii, followed by Xbox Kinect. Even though the exergame intervention protocols and outcome measures for assessing intervention effectiveness varied, the accumulated evidences revealed that exergame interventions improved physical or cognitive functions in the elderly. However, it remains inconclusive whether or not the exergame-based intervention for the elderly fall prevention is superior to conventional physical therapy and the effect mechanism of the exergaming on elderly's balance ability is still unclear.-
dc.languageEnglish-
dc.publisherELSEVIER SCI LTD-
dc.titleExergame technology and interactive interventions for elderly fall prevention: A systematic literature review-
dc.typeArticle-
dc.identifier.wosid000408597400057-
dc.identifier.scopusid2-s2.0-85006132458-
dc.type.rimsART-
dc.citation.volume65-
dc.citation.beginningpage570-
dc.citation.endingpage581-
dc.citation.publicationnameAPPLIED ERGONOMICS-
dc.identifier.doi10.1016/j.apergo.2016.10.013-
dc.contributor.localauthorXiong, Shuping-
dc.contributor.nonIdAuthorChoi, Sang D-
dc.contributor.nonIdAuthorKang, Donghun-
dc.description.isOpenAccessN-
dc.type.journalArticleReview-
dc.subject.keywordAuthorExergame technology-
dc.subject.keywordAuthorFall prevention-
dc.subject.keywordAuthorAgeing-
dc.subject.keywordPlusRANDOMIZED CONTROLLED-TRIAL-
dc.subject.keywordPlusDWELLING OLDER-ADULTS-
dc.subject.keywordPlusNINTENDO WII FIT-
dc.subject.keywordPlusEXERCISE PROGRAM-
dc.subject.keywordPlusIMPROVE BALANCE-
dc.subject.keywordPlusPHYSICAL-THERAPY-
dc.subject.keywordPlusPOSTURAL BALANCE-
dc.subject.keywordPlusMUSCLE STRENGTH-
dc.subject.keywordPlusDYNAMIC BALANCE-
dc.subject.keywordPlusGAMING SYSTEM-
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