TREML, 2012 [1515. Treml CJ, Kalil Filho FA, Ciccarino RFL, Wegner RS, Saita CYS, Corrêa AG. O uso da plataforma Balance Board como recurso fisioterápico em idosos. Revbrasgeriatrgerontol. 2012;16(4):759-68.] |
N = 32 CG = 16 (67.63 years old)EG = 16 (66.88 years old) |
Healthy Elderly |
Balance, mobility, flexibility and number of falls. |
CG: proprioceptive training EG: proprioceptive training and Wii Fit Plus Games. Duration: 2 times a week, 10 sessions of 30 min. |
POMA: p = 0.018 Unipedal support: p = 0.018 Anterior functional range: p = 0.012 Lateral functional range: p = 0.012 Berg Balance Scale: p = 0.068 |
VRT has been shown to be more efficient at conventional proprioceptive training in mobility, static balance and range. |
RENDON, 2012 [88. Rendon AA, Lohman EB, Thorpe D, Johnson EG, Medina E, Bradley B. The effect of virtual reality gaming on dynamic balance in older adults. Age Ageing. 2012;41(4):549-52.] |
N = 40 CG = 20 (83.3 years old) EG = 20 (85.7 years old) |
Elderly with risk of falls |
Dynamic balance |
CG: no intervention EG: stationary bicycle warm up and Wii Fit games. Duration: 3 times a week, 18 sessions of 35-45 min. |
Balance confidence scale: p = 0.04 |
Authors reported improved dynamic balance, greater postural stability in the elderly and reduced risk of falls. |
YEN, 2011 [1818. Yen CY, Lin KH, Hu MH, Wu RM, Lu Tw LCH. Effects of virtual reality-augmented balance training on sensory organization and attentional demand for postural control in people with Parkinson disease: a randomized controlled trial. Phys Ther. 2011;91(6):862-74.] |
N = 42 CG = 14 (71.6 years old) GTC= 14 (70.1 years old) EG = 14 (70.4 years old) |
Elderly with Parkinson's balance |
|
CG: no intervention CTG: stretching and conventional balance training protocol EG: stretching, VRT balance board and games. Duration: 2 times per week, 12 sessions of 30 min. |
Computerized posturography: p > 0.05 |
Both CTG and EG improved sensory integration for postural control. However, the demand for attention to postural control did not change after any VR or conventional treatment. |
MUSSATO, 2012 [99. Mussato R, Brandalize D, Brandalize M. Nintendo Wii® e seu efeito no equilíbrio e capacidade funcional de idosos saudáveis. Rev Brasil Ciência Mov 2012. 2016;20(2):68-75.] |
N = 10 CG = 5 (65.6 years old) EG = 5 (66 years old) |
Healthy Elderly |
Balance and functional capacity |
CG: no intervention EG: training with Nintendo Wii Fit accompanied by Balance Board and games. Duration: once a week, 10 sessions of 30 min. |
Stabilometric platform variables after training with Wii Fit: p > 0.05 Unipedal support: p = 0.01 TUG: p = 0.004 (comparison between the pre- and post-intervention results of the EG) TUG: p = 0.704 (comparison between EG and CG) |
The results did not show changes in stabilometric variables after treatment with Wii Fit. There was a significant difference between the pre- and postintervention for the experimental group for both the Unipedal Support test and the TUG, but there was no statistical difference when compared with the control group. |
LEE, 2013 [1010. Lee S, Shin S. Effectiveness of virtual reality using video gaming. Diabetes Technol Ther. 2013;15(6):489-96.] |
N = 55 CG = 28 (74.29 years old) EG = 27 (73.78 years old) |
Diabetes Mellitus |
Balance and gait |
CG: health education guidelines on diabetes EG: virtual reality and games. Duration: 2 times per week, 20 sessions of 50 min. |
Unipedal support: p = 0.001 Gait cadence speed: p = 0.001 Falls efficacy scale: p = 0.002 |
After the training, the intervention group showed improvement in balance, decreased sitting and standing time, increased gait cadence and perceived falls. |
SZTURM, 2011 [1616. Szturm T, Betkler AL, Moussavi Z, Desai A, Goodeman V. Effects of an interactive computer game exercise regimen on balance impairment in frail community-dwelling older adults: a randomized controlled trial. Phys Ther. 2011;91(10):1449-62.] |
N = 21 CG = 14 (81 years old) EG = 13 (80.5 years old) |
Deficit of balance and mobility |
Balance and gait |
CG: conventional physiotherapy program for strengthening and balance sitting and standing. EG: rehabilitation with exercises of dynamic balance associated to games. Duration: 2 times per week, 16 sessions of 45 min |
Berg Balance Scale: p< 0.001 Balance Confidence Scale: p < 0.02 Timed Up and Go: p < 0.01 Gait speed: p = 0.20 |
Improvement of the dynamic standing balance control (EG) compared with the conventional exercise program (CG). However, there was no statistically significant effect on gait. |
BIERYLA, 2013 [1717. Bieryla KA, Dold NM. Feasibility of Wii fit training to improve clinical measures of balance in older adults. Clin Interv Aging. 2013;8:775-81.] |
N = 10 CG = 5 (80.5 years old) EG = 5 (82.5 years old) |
Healthy Elderly |
balance |
CG: no intervention EG: series of exercises and activities with games Duration: 3 times per week, 9 sessions of 30 min |
Berg Balance Scale: p = 0.037 Fullerton Advanced Balance Scale: p = 0.529 Functional Reach Test: p = 0.779 Timed Up and Go: p = 0.174 |
Better balance results, with delayed effect for 1 month post-intervention on the Berg Balance Scale. No effects on the Advanced Balance Scale, range tests or TUG. |
LAI, 2013 [2020. Lai CH, Peng CW, Chen YL, Huang CP, Hsiao YL, Chen SC. Effects of interactive video-game based system exercise on the balance of the elderly. Gait Posture. 2013;37(4):511-8.] |
N = 30 CG = 15 (74.8 years old) EG = 15 (70.6 years old) |
Healthy Elderly |
Balance |
CG: no intervention EG: VR therapy in the Xavix Measured Step System (XMSS) Duration: 3 times per week, 18 sessions of 30 min. |
Berg Balance Scale: p = 0.001 Timed Up and Go: p = 0.046 Modified Falls Efficacy Scale: p = 0.001 Bipedal balance test on force platform: Eyes open: p = 0.052 Eyes closed: p = 0.092 |
Improved balance after 6 weeks of training; effects persisted partially after 6 weeks without intervention. |
FRANCO, 2012 [1414. Franco JR, Jacobs K, Inzerillo C, Kluzik J. The effect of the Nintendo Wii fit and exercise in improving balance and quality of life in community dwelling elderls. Technol Health Care. 2012;20(2):95-115.] |
N = 32 CG = 10 (76.9 years old) GTP = 11 (77.9 years old) EG = 11 (79.8 years old) |
Healthy Elderly |
Balance |
WFG: Guidance for balance and flexibility home exercises and intervention in Nintendo Wii Fit with games. MOB: group exercise sessions. CG: no intervention Duration: GTP: 2 times per week, 6 sessions of 10-15 min active play EG: 2 times per week, 6 sessions of 30-45 min |
Berg's Balance Scale: p = 0.837 Tinetti's Balance Scale: p = 0.913 Quality of Life (SF-36): p = 0.058 |
No significant increase in balance in any outcome measures. |
TOULOTTE, 2012 [1919. Toulotte C, Toursel C, Olivier N. Wii fit® training vs. adapted physical activities: which one is the most appropriate to improve the balance of independent senior subjects? A randomized controlled study. Clin Rehabil. 2012;26(9):827-35.] |
N = 36 G1 = 9 84.2 years old) G2 = 9 (72.2 years old) G3 = 9 (76.4 years old) G4 = 9 (71.8 years old) |
Healthy Elderly |
Balance |
G1: Physical activities - strengthening exercises, proprioception, flexibility and static and dynamic balance. G2: Training with Wii Fit - Games. G3: Physical activities associated with Wii Fit training. G4: control group - watched television and board games Duration: once a week, 20 sessions of 60 min. |
Tinetti scale: p< 0.05 for Gl, G2 and G3 Unipedal support: p < 0.05 for G1 and G3. Modified position of center of gravity: p < 0.05 for G2 and G3. |
Improvement in static balance. G1 and G3 improved dynamic balance. |