Background: use of virtual reality and commercial gaming systems (VR/gaming) at home by older adults is receiving attention as a means of enabling physical activity. Objective: to summarise evidence for the effectiveness and feasibility of VR/gaming system utilisation by older adults at home for enabling physical activity to improve impairments, activity limitations or participation. Methods: a systematic review searching 12 electronic databases from 1 January 2000–10 July 2012 using key search terms. Two independent reviewers screened yield articles using pre-determined selection criteria, extracted data using customised forms and applied the Cochrane Collaboration Risk of Bias Tool and the Downs and Black Checklist to rate study quality. ...
This journal suppl. entitled: World Confederation for Physical Therapy Congress 2015 Abstracts, Sing...
Background: Falls risk becomes more common with age and is associated with higher rates of disabilit...
IntroductionExercise through video or virtual reality games (i.e. exergames) has grown in popularity...
Background: use of virtual reality and commercial gaming systems (VR/gaming) at home by older adults...
Background: use of virtual reality and commercial gaming systems (VR/gaming) at home by older adults...
Background: Although current research supports the use of active video games (AVGs) in rehabilitatio...
Background: Virtual reality (VR) delivered through immersive headsets creates an opportunity to deli...
Background: Virtual reality (VR) delivered through immersive headsets creates an opportunity to deli...
Yocheved Laufer, Gali Dar, Einat Kodesh Physical Therapy Department, Faculty of Social Welfare and H...
INTRODUCTION: Exercise through video or virtual reality games (i.e. exergames) has grown in populari...
Aging is a condition that may be characterized by a decline in physical, sensory, and mental capacit...
Abstract Technological advancements facilitate feedback adaptation in rehabilitation through virtual...
** Background The accessibility, versatility and motivation provided by virtual reality technology ...
The use of exercise games has proven beneficial and engaging for elderly people. Studies also sugges...
Published online: 12 Mar 2012PURPOSE: To assess the feasibility of a physiotherapy intervention usin...
This journal suppl. entitled: World Confederation for Physical Therapy Congress 2015 Abstracts, Sing...
Background: Falls risk becomes more common with age and is associated with higher rates of disabilit...
IntroductionExercise through video or virtual reality games (i.e. exergames) has grown in popularity...
Background: use of virtual reality and commercial gaming systems (VR/gaming) at home by older adults...
Background: use of virtual reality and commercial gaming systems (VR/gaming) at home by older adults...
Background: Although current research supports the use of active video games (AVGs) in rehabilitatio...
Background: Virtual reality (VR) delivered through immersive headsets creates an opportunity to deli...
Background: Virtual reality (VR) delivered through immersive headsets creates an opportunity to deli...
Yocheved Laufer, Gali Dar, Einat Kodesh Physical Therapy Department, Faculty of Social Welfare and H...
INTRODUCTION: Exercise through video or virtual reality games (i.e. exergames) has grown in populari...
Aging is a condition that may be characterized by a decline in physical, sensory, and mental capacit...
Abstract Technological advancements facilitate feedback adaptation in rehabilitation through virtual...
** Background The accessibility, versatility and motivation provided by virtual reality technology ...
The use of exercise games has proven beneficial and engaging for elderly people. Studies also sugges...
Published online: 12 Mar 2012PURPOSE: To assess the feasibility of a physiotherapy intervention usin...
This journal suppl. entitled: World Confederation for Physical Therapy Congress 2015 Abstracts, Sing...
Background: Falls risk becomes more common with age and is associated with higher rates of disabilit...
IntroductionExercise through video or virtual reality games (i.e. exergames) has grown in popularity...