Effects of Virtual Reality Sports Games on Balance Ability, Fall Efficacy, and Activities of Daily Living in Elderly

PURPOSE: This study examined the effects of virtual reality sports games on the balance ability and fall efficacy activities of daily living of the elderly.METHODS: Thirty elderly people were assigned randomly to the experimental and control groups, with 15 patients in each group.The experimental and control groups received general occupational therapy consisting of three 30-minute sessions per week for eight weeks.The experimental group received an additional 30 minutes of VR balance training. RESULTS:The experimental and control groups showed a statistically significant increase in the post-treatment BBS, FES-K, and MBI scores compared to the pre-treatment scores.Intergroup comparisons revealed a significant increase in all assessment scores in the experimental group compared to the control group (p < .05).

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Publication Details

Journal
Journal of the Korean Society of Physical Medicine
Published
2025-08-31
DOI
https://doi.org/10.13066/kspm.2025.20.3.31
Primary Topic
Education and Learning Interventions
Type
article
Field-Weighted Citation Impact
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article

Effects of Virtual Reality Sports Games on Balance Ability, Fall Efficacy, and Activities of Daily Living in Elderly

Sun-Min Lee, Min-Jae Lee
Journal of the Korean Society of Physical Medicine
Education and Learning Interventions
article

Effects of Virtual Reality Sports Games on Balance Ability, Fall Efficacy, and Activities of Daily Living in Elderly

Sun-Min Lee, Min-Jae Lee
article en

Abstract

PURPOSE: This study examined the effects of virtual reality sports games on the balance ability and fall efficacy activities of daily living of the elderly.METHODS: Thirty elderly people were assigned randomly to the experimental and control groups, with 15 patients in each group.The experimental and control groups received general occupational therapy consisting of three 30-minute sessions per week for eight weeks.The experimental group received an additional 30 minutes of VR balance training. RESULTS:The experimental and control groups showed a statistically significant increase in the post-treatment BBS, FES-K, and MBI scores compared to the pre-treatment scores.Intergroup comparisons revealed a significant increase in all assessment scores in the experimental group compared to the control group (p < .05).

Journal of the Korean Society of Physical MedicineVol. 20(3)
Chungnam National University (KR), Daegu University (KR)
Openalex Percentile: Top 65%
Education and Learning Interventions
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