Immersive virtual reality exergame program
Immersive virtual reality exergame program has been studied in 1 paper since 2022: 1 trial in people. The newest paper, Sep 6, 2022: “Feasibility and Effects of an Immersive Virtual Reality Exergame Program on Physical Functions in Institutionalized Older Adults: A Randomized Clinical Trial”.
1 paper studies it4 findingsUpdated
“The EG showed significant improvements: Tinetti scores for balance (1.84 ± 1.06; p < 0.001), gait (1.00 ± 1.08; p < 0.001), total score (2.84 ± 1.67; p < 0.001)”
None of its findings points the other way.
- 1 lab
- Funder: Xunta de Galicia
- Human trial1
Studies in people
1 study gave immersive virtual reality exergame program to people and measured what changed.
up: Improves handgrip strength
Randomized trial24 people85.08 ± 8.48 years10 weeks
Residents of the senior center aged >65 years old
Sensors (Basel, Switzerland), Sep 6, 2022
What did studies of Immersive virtual reality exergame program find?
2Studies of Immersive virtual reality exergame program measured 2 outcomes; the most studied are handgrip strength (1 study) and balance and gait (1).
Handgrip strength
upin humans1
1 study
Handgrip strength
upin humans1
Immersive virtual reality exergame program improves handgrip strength in humans.
“At the same time, the EG showed significant improvements in Tinetti scores for balance (1.84 ± 1.06; p < 0.001), gait (1.00 ± 1.08; p < 0.001), total score (2.84 ± 1.67; p < 0.001) and handgrip (4.96 ± 4.22; p < 0.001) (post–pre assessment).”
Human trial10 weeksn = 13
Sensors (Basel, Switzerland)
Immersive virtual reality exergame program improves handgrip strength in humans (4.96 ± 4.22; p < 0.001).
“handgrip (4.96 ± 4.22; p < 0.001) (pre−post assessment).”
Human trial10-weekn = 24
Sensors (Basel, Switzerland)
Balance and gait
upin humans1
1 study
Balance and gait
upin humans1
Immersive virtual reality exergame program improves balance and gait in humans.
“At the same time, the EG showed significant improvements in Tinetti scores for balance (1.84 ± 1.06; p < 0.001), gait (1.00 ± 1.08; p < 0.001), total score (2.84 ± 1.67; p < 0.001) and handgrip (4.96 ± 4.22; p < 0.001) (post–pre assessment).”
Human trial10 weeksn = 13
Sensors (Basel, Switzerland)
Immersive virtual reality exergame program improves balance and gait in humans (2.84 ± 1.67; p < 0.001).
“The EG showed significant improvements: Tinetti scores for balance (1.84 ± 1.06; p < 0.001), gait (1.00 ± 1.08; p < 0.001), total score (2.84 ± 1.67; p < 0.001)”
Human trial10-weekn = 24
Sensors (Basel, Switzerland)