Effectiveness of virtual reality using video gaming technology in elderly adults with diabetes mellitus

Diabetes in elderly adults is associated with an increased risk of fall. The aim of study was to determine whether a virtual reality exercise (VRE) program would improve balance, strength, gait, and falls efficacy in elderly adults with diabetes. Fifty-five subjects with diabetes mellitus over 65 ye...

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Published inDiabetes technology & therapeutics Vol. 15; no. 6; p. 489
Main Authors Lee, Sunwoo, Shin, Sungrae
Format Journal Article
LanguageEnglish
Published United States 01.06.2013
Subjects
Online AccessGet more information
ISSN1557-8593
DOI10.1089/dia.2013.0050

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Abstract Diabetes in elderly adults is associated with an increased risk of fall. The aim of study was to determine whether a virtual reality exercise (VRE) program would improve balance, strength, gait, and falls efficacy in elderly adults with diabetes. Fifty-five subjects with diabetes mellitus over 65 years of age were randomly assigned to a VRE group (VREG) (n=27) and a control group (CG) (n=28). The VREG received the VRE program and diabetes education, whereas the CG received only the diabetes education. The VRE program used video gaming (PlayStation(®) 2; Sony, Tokyo, Japan) and was conducted for 50 min twice a week for 10 weeks. Balance, muscle strength, gait, and falls efficacy were measured at baseline and after intervention. Measurements were taken using a clinical tests (the one-leg-standing test, the Berg Balance Scale, the functional reach test, the timed up-and-go test, and the sit-to-stand test), and gait analysis. A self-administered questionnaire was used to measure falls efficacy. After training, the VREG showed significantly improved balance, decreased sit-to-stand times, and increased gait speed, cadence, and falls efficacy. The VRE program was to maximize the effects of exercise by triggering players was to be fully immersed into the games and enhanced major influential factors on the falls of subject. This study suggests VRE programs are feasible and effective for reduced the risk of falls in elderly adults with type 2 diabetes.
AbstractList Diabetes in elderly adults is associated with an increased risk of fall. The aim of study was to determine whether a virtual reality exercise (VRE) program would improve balance, strength, gait, and falls efficacy in elderly adults with diabetes. Fifty-five subjects with diabetes mellitus over 65 years of age were randomly assigned to a VRE group (VREG) (n=27) and a control group (CG) (n=28). The VREG received the VRE program and diabetes education, whereas the CG received only the diabetes education. The VRE program used video gaming (PlayStation(®) 2; Sony, Tokyo, Japan) and was conducted for 50 min twice a week for 10 weeks. Balance, muscle strength, gait, and falls efficacy were measured at baseline and after intervention. Measurements were taken using a clinical tests (the one-leg-standing test, the Berg Balance Scale, the functional reach test, the timed up-and-go test, and the sit-to-stand test), and gait analysis. A self-administered questionnaire was used to measure falls efficacy. After training, the VREG showed significantly improved balance, decreased sit-to-stand times, and increased gait speed, cadence, and falls efficacy. The VRE program was to maximize the effects of exercise by triggering players was to be fully immersed into the games and enhanced major influential factors on the falls of subject. This study suggests VRE programs are feasible and effective for reduced the risk of falls in elderly adults with type 2 diabetes.
Author Shin, Sungrae
Lee, Sunwoo
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BackLink https://www.ncbi.nlm.nih.gov/pubmed/23560480$$D View this record in MEDLINE/PubMed
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Snippet Diabetes in elderly adults is associated with an increased risk of fall. The aim of study was to determine whether a virtual reality exercise (VRE) program...
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StartPage 489
SubjectTerms Accidental Falls - prevention & control
Aged
Diabetes Mellitus, Type 2 - complications
Diabetes Mellitus, Type 2 - physiopathology
Female
Gait Disorders, Neurologic - complications
Gait Disorders, Neurologic - physiopathology
Humans
Lower Extremity - physiopathology
Male
Muscle Strength
Patient Education as Topic
Physical Therapy Modalities
Postural Balance
Program Evaluation
Reference Values
Republic of Korea
Surveys and Questionnaires
Treatment Outcome
Virtual Reality Exposure Therapy - methods
Walking
Title Effectiveness of virtual reality using video gaming technology in elderly adults with diabetes mellitus
URI https://www.ncbi.nlm.nih.gov/pubmed/23560480
Volume 15
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