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Enregistrement W4407129649 · doi:10.2147/cia.s498272

Non-Immersive Virtual Reality Exercise Can Increase Exercise in Older Adults Living in the Community and in Long-Term Care: A Randomized Controlled Trial

2025· article· en· W4407129649 sur OpenAlexafffund
Lisa Sheehy, Lalita Bharadwaj, Justine L. Estey

Notice bibliographique

RevueClinical Interventions in Aging · 2025
Typearticle
Langueen
DomaineHealth Professions
ThématiqueBalance, Gait, and Falls Prevention
Établissements canadiensBruyère
Organismes subventionnairesPublic Health AgencyPublic Health Agency of Canada
Mots-clésVirtual realityMedicineRandomized controlled trialQuality of life (healthcare)Physical therapyActivities of daily livingHuman–computer interactionNursingComputer science

Résumé

récupéré en direct d'OpenAlex

Purpose: To assess the impact of an 8-week non-immersive virtual reality exercise program for older adults on 1) balance, physical function, community integration and quality of life; 2) falls, emergency room visits, hospital and long-term care admissions; 3) quantity of exercise performed; and 4) acceptance of non-immersive virtual reality. Patients and Methods: This prospective, assessor-blinded, randomized controlled trial was carried out on two separate samples of older adults: those living in their own homes (“home-based”) and those living in long-term care (“facility-based”). Participants were randomized to non-immersive virtual reality or usual activity. Non-immersive virtual reality consisted of 20– 30 minutes of customized, gamified exercises for balance, stepping, strengthening, and aerobic conditioning, performed 3– 5x/week for 8 weeks. Outcomes were measured before the intervention, immediately after, and 1 month later. Physical testing and questionnaires addressed objective 1). Counts for objectives 2) and 3) were reported by the participants and retrieved from the non-immersive virtual reality platform. Logbooks and a short interview addressed objective 4). Results: Recruitment was substantially impacted by the COVID-19 pandemic. The facility-based sample had 31 participants; the home-based sample had 16. There were no statistically-significant benefits to non-immersive virtual reality in either sample for objective 1), although the facility-based non-immersive virtual reality group showed a clinically-significant improvement in functional walking. Effect sizes were small (≤ 0.16). No falls occurred during non-immersive virtual reality exercise. The facility-based non-immersive virtual reality group did an average of 14.1 sessions (average 20.1 minutes/session) and the home-based non-immersive virtual reality group did an average of 17.2 sessions (22.6 minutes/session). Participants enjoyed the non-immersive virtual reality, found it challenging and motivating and felt that it improved balance and walking. Most were interested to continue beyond the study. Conclusion: Non-immersive virtual reality for home-based and facility-based older adults is safe, enjoyable and feasible and may increase users’ weekly levels of physical activity leading to clinical benefits for functional walking in facility-based users. Trial Registration: ClinicalTrials.gov (NCT04083885; registered 2019– 09-06). Plain Language Summary: Regular exercise is so important for older adults. It improves strength, flexibility, endurance and balance, reduces the risk of falls, and increases independence. However, many older adults do not exercise, for a variety of reasons. We tested a fun and safe way for seniors to do a customized exercise program in their own home, using a non-immersive virtual reality platform called Jintronix, which turns exercise into games! We recruited older adults living in their own homes (home-based sample), and those living in long-term care (facility-based sample) to try the exercise program for 20-30 minutes, 3-5 times a week for 8 weeks. The exercises were customized to each participant by a therapist, who followed up weekly. A total of 47 participants were recruited. The 16 home-based participants did an average of 17 sessions (23 min/session) over the 8 weeks, and the 31 facility-based participants did an average of 14 sessions (20 min/session). The sessions were safe – no one fell or sustained significant injury while doing non-immersive virtual reality exercise. Participants enjoyed the program and found it challenging and motivating, and commented that it improved their balance and walking. Most participants wished to continue once the study was over. We have confirmed that non-immersive virtual reality exercise can engage older adults to exercise more, with the potential to improve their health and independence. This exercise option is ideal for older adults who find it difficult to leave their home or wish to exercise privately. Keywords: exergaming, older adults, healthy aging

Récupéré en direct depuis OpenAlex et désinversé. Les résumés ne sont pas conservés dans cette base de données : les index inversés représentent 8,6 Go des 9,3 Go de texte de la base, et le serveur dispose de 13 Go libres.

Comment cette classification a été obtenuedéplier

Prédiction distillée sur la base complète

Imitation des enseignants

Ni prévalence calibrée, ni vérité terrain. Validation humaine à venir. Apprise à partir de 10 348 étiquettes directes de Codex et de 10 348 étiquettes directes de Gemma. Le mode candidate est l'union des têtes enseignantes seuillées; le consensus est leur intersection. Ces sorties portent le statut machine_predicted_unvalidated et ne sont ni des étiquettes humaines ni des étiquettes directes de modèles de pointe.

score de la tête « metaresearch » (Codex)0,021
score de la tête « metaresearch » (Gemma)0,005
Version: codex-gemma-dda1882f352aStatut de validation: machine_predicted_unvalidated
Catégories candidatesIntégrité de la recherche
Catégories consensuellesaucune
DomaineSignal candidat: aucune · Signal consensuel: aucune
Devis d'étudeSignal candidat: Observationnel · Signal consensuel: Observationnel
GenreSignal candidat: Empirique · Signal consensuel: Empirique
Score de désaccord entre enseignants0,087
Score d'incertitude au seuil0,999

Scores Codex et Gemma par catégorie

CatégorieCodexGemma
Métarecherche0,0210,005
Méta-épidémiologie (sens strict)0,0000,000
Méta-épidémiologie (sens large)0,0020,001
Bibliométrie0,0010,001
Études des sciences et des technologies0,0000,000
Communication savante0,0000,000
Science ouverte0,0000,000
Intégrité de la recherche0,0000,003
Charge utile insuffisante (le modèle a refusé de juger)0,0000,000

Scores machine (provisoires)

Les deux têtes enseignantes du modèle étudiant, lues sur ce travail. Un score ordonne la base pour la relecture; il n'affirme jamais une catégorie, et le statut de validation accompagne chaque rangée tel quel.

Scores de référence d'un modèle non mature (critères de maturité non atteints, 7 itérations). Un score ordonne; il n'affirme jamais une catégorie.

Tête enseignante Opus0,047
Tête enseignante GPT0,447
Écart entre enseignants0,399 · la distance entre les deux têtes enseignantes sur ce seul travail
Statut de validationscore_only:v0-immature-baseline · tel quel depuis la passe de notation : score_only signifie que le nombre peut ordonner les travaux, et qu'aucune étiquette de catégorie n'en découle

Classification

machine, non validée

Prédiction automatique; un appel candidat d’une seule tête enseignante, pas un consensus.

Devis d'étudeObservationnel
Domainenon disponible
GenreEmpirique

Le détail, modèle par modèle et score par score, se trouve en fin de page sous « Comment cette classification a été obtenue ».

En bref

Citations8
Publié2025
Routes d'admission2
Résumé présentoui

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