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).
Authors
- Sun-Min Lee
- Min-Jae Lee
Institutions
- Chungnam National University (KR)
- Daegu University (KR)
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
- 0.00