Effect of active video game training on the level of active elderly balance: case study

Authors

  • Gabriela Góes Nobre UFPE
  • Raphael José Perrier-Melo Universidade de Pernambuco
  • Isabele Góes Nobre UFPE
  • Alessandra Teixeira da Câmara Araujo UFPE

DOI:

https://doi.org/10.5585/conssaude.v16n1.6853

Keywords:

Aging, Video games, Postural balance.

Abstract

Introduction: The aging process is associated with changes in postural control with grater impact about balance, favoring falls. The physical exercises with active videogame (AVG) provide entertainment and increase the physical movement during the game. Objective: To analyze the effect of five weeks of intervention with AVG in elderly balance. Methods: The article is about three elderly cases report with instability history and falls. The volunteers were evaluated with the Berg Balance Scale (BBS) before and after the intervention, that was realized in five weeks with alternate days, totaling ten sessions with AVG Kinect Adventures. Results: After five weeks with AVG intervention the elderly showed decrease about falls risk and balance satisfactory performance, reached the maximum score in BBS. Conclusion: The AVG was a viable tool improves the elderly balance and prevent falls.

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Author Biography

Raphael José Perrier-Melo, Universidade de Pernambuco

Laboratório de Avaliação da Performance Humana.

Published

2017-06-14

How to Cite

1.
Nobre GG, Perrier-Melo RJ, Nobre IG, Araujo AT da C. Effect of active video game training on the level of active elderly balance: case study. Cons. Saúde [Internet]. 2017 Jun. 14 [cited 2024 May 18];16(1):139-44. Available from: https://periodicos.uninove.br/saude/article/view/6853

Issue

Section

Cases studies