EFFECTS OF ACTIVE DIGITAL GAMES ON THE BALANCE MOTOR SKILL OF OLDER ADULTS:

AN INTEGRATIVE LITERATURE REVIEW

Visualizações: 209

Authors

DOI:

https://doi.org/10.56579/rei.v7i5.1575

Keywords:

Aging, Neuromotor Stimulation, Balance

Abstract

Maintaining balance motor skills during the aging process is directly associated with a reduced risk of falls, better quality of life, and a lower risk of comorbidities. Exergames can offer an alternative way of stimulating balance, as well as a safe and easily applicable physical activity for the elderly. This systematic literature review study aimed to identify the effects of active digital games on the balance motor skills of elderly people. It is characterized as a systematic literature review using the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) methodology. The search descriptors were "aged", "balance" and "exergame", extracted from the Health Descriptors (DeCS) and separated by the Boolean operator "AND". The Scielo, Scopus, Pubmed, and BVS databases were selected, with dates from 2018 to 2022, without language restrictions. The inclusion criteria were: balance assessment after motor intervention using active digital games, elderly people, frontal movement capture axis and the exclusion criteria were studies with cognitive stimulation and no validated balance assessment. A total of 122 articles were found, the documents were initially screened by reading the titles and abstracts, and 79 articles were selected to be reviewed in full. Finally, six (6) articles were included in this study.The results show that active digital games can be a widely applicable, safe, and efficient resource for stimulating and maintaining balance motor skills in healthy elderly people.

Downloads

Download data is not yet available.

Author Biographies

Djuli Sidekum, Feevale University

Master’s student in the Graduate Program in Cultural Diversity and Social Inclusion. Researcher at the Interdisciplinary Center for Research in Gerontology. Feevale University. Brazil, Rio Grande do Sul, Novo Hamburgo.

Denise Bolzan Berlese, Feevale University

Full Professor, permanent faculty of the Graduate Program in Cultural Diversity and Social Inclusion and the Physical Education Course – Feevale University. Adjunct Professor of the Graduate Program in Games at the National University of Río Cuarto.

 

Geraldine Alves Santos, Feevale University

Author in Psychology. Full Professor at Feevale University. Graduate Program in Cultural Diversity and Social Inclusion. Master’s in Psychology. Coordinator of the Interdisciplinary Center for Research in Gerontology.

Geovani Rafaele de Lima Cavalheiro, Feevale University

Master’s student in the Graduate Program in Cultural Diversity and Social Inclusion. Researcher at the Interdisciplinary Center for Research in Gerontology.

References

BRACHMAN, Anna et al. Biomechanical measures of balance after balance-based exergaming training dedicated for patients with Parkinson’s disease. Gait & Posture, v. 87, p. 170-176, 2021. DOI: https://doi.org/10.1016/j.gaitpost.2021.04.036

FRIED, Linda P. et al. Frailty in older adults: evidence for a phenotype. J Gerontol A Biol Sci Med Sci, v. 56, n. 3, p. M146-M156, 2001. DOI: https://doi.org/10.1093/gerona/56.3.M146

HASSAN, Sadeghi et al. Effects of 8 Weeks of Balance Training, Virtual Reality Training, and Combined Exercise on Lower Limb Muscle Strength, Balance, and Functional Mobility 36 Among Older Men: A Randomized Controlled Trial. Sports health, v. 13, n. 6, p. 606-612, 2021. DOI: 10.1177/1941738120986803. DOI: https://doi.org/10.1177/1941738120986803

HENDERSON, A.; KORNER-BITENSKY, N.; LEVIN, M. Virtual reality in stroke rehabilitation: a systematic review of its effectiveness for upper limb motor recovery. Top Stroke Rehabil., v. 14, p. 52-61. DOI: https://doi.org/10.1310/tsr1402-52

HOU, Hai-Yan; LI, Hui-Jie. Effects of exergame and video game training on cognitive and physical function in older adults: A randomized controlled trial. Applied Ergonomics, v. 101, p. 103690, 2022. DOI: https://doi.org/10.1016/j.apergo.2022.103690

KHUSHNOOD, Kiran et al. Role Wii Fit exer-games in improving balance confidence and quality of life in elderly population. J. Pak. Med. Assoc, v. 71, p. 2130-2134, 2021. DOI: https://doi.org/10.47391/JPMA.319

LIAO, Ying-Yi; CHEN, I.-Hsuan; WANG, Ray-Yau. Effects of Kinect-based exergaming on frailty status and physical performance in prefrail and frail elderly: A randomized controlled trial. Scientific reports, v. 9, n. 1, p. 9353, 2019. DOI: https://doi.org/10.1038/s41598-019-45767-y

MAHLKNECHT, Philipp et al. Prevalence and burden of gait disorders in elderly men and women aged 60–97 years: a population-based study. PloS one, v. 8, n. 7, p. e69627, 2013. DOI: https://doi.org/10.1371/journal.pone.0069627

MARANESI, Elvira et al. The Effect of Non-Immersive Virtual Reality Exergames versus Traditional Physiotherapy in Parkinson’s Disease Older Patients: Preliminary Results from a Randomized-Controlled Trial. International Journal of Environmental Research and Public Health, v. 19, n. 22, p. 14818, 2022. DOI: https://doi.org/10.3390/ijerph192214818

OMS. Década do Envelhecimento Saudável nas Américas (2021-2030). Genebra: OMS, 2020.

PAGE, Matthew J. et al. A declaração PRISMA 2020: diretriz atualizada para relatar revisões sistemáticas. Epidemiol. Serv. Saúde, Brasília, v. 31, n. 2, e2022107, 2022. DOI: https://doi.org/10.5123/S1679-49742022000200033

PEDRINELLI, A; GARCEZ-LEME, L.E; NOBRE; R. O efeito da atividade física no aparelho locomotor do idoso. Revista Brasileira de Ortopedia, v. 44, n. 2, p. 96-101, 2009. DOI: https://doi.org/10.1590/S0102-36162009000200002

RIBAS, Camila Gemin et al. Effectiveness of exergaming in improving functional balance, fatigue and quality of life in Parkinson's disease: A pilot randomized controlled trial. Parkinsonism & related disorders, v. 38, p. 13-18, 2017. DOI: 10.1016/j.parkreldis.2017.02.006. DOI: https://doi.org/10.1016/j.parkreldis.2017.02.006

SABCHUK, R. A. C.; BENTO, P. C. B.; RODACKI, A. L. F. Comparação entre testes de equilíbrio de campo e plataforma de força. Revista Brasileira de Medicina do Esporte, v. 18, n. 6, p. 404–408, 2012. DOI: https://doi.org/10.1590/S1517-86922012000600012

SEVERIANO, Maria Izabel Rodrigues et al. Reabilitação vestibular com realidade virtual em pacientes com doença de Parkinson. 2016. Dissertação (Mestrado em Fisioterapia) - Universidade Tuiuti do Paraná, Curitiba, 2016.

SOLDERA, Cristina L. C. Participação dos sistemas de manutenção do equilíbrio corporal, do risco de quedas e do medo de cair em idosos e longevos. 2013. Tese (Doutorado em Gerontologia Biomédica) - Pontifícia Universidade Católica do Rio Grande do Sul, Porto Alegre, 2013.

STOJAN, Robert; VOELCKER-REHAGE, Claudia. A systematic review on the cognitive benefits and neurophysiological correlates of exergaming in healthy older adults. Journal of clinical medicine, v. 8, n. 5, p. 734, 2019. DOI: https://doi.org/10.3390/jcm8050734

YANG, Chi-Min et al. Effects of Kinect exergames on balance training among community older adults: A randomized controlled trial. Medicine, v. 99, n. 28, 2020. DOI: https://doi.org/10.1097/MD.0000000000021228

YEŞILYAPRAK, S.S. et al. Comparison of the effects of virtual reality-based balance exercises and conventional exercises on balance and fall risk in older adults living in nursing homes in Turkey. Physiother Theory Pract. Journal, v. 32, n. 3, p. 191-201, 2016. DOI: https://doi.org/10.3109/09593985.2015.1138009

Published

2025-09-30

How to Cite

Sidekum, D., Berlese, D. B., Santos, G. A., & Cavalheiro, G. R. de L. (2025). EFFECTS OF ACTIVE DIGITAL GAMES ON THE BALANCE MOTOR SKILL OF OLDER ADULTS:: AN INTEGRATIVE LITERATURE REVIEW. Interdisciplinary Studies Journal, 7(5), 01–12. https://doi.org/10.56579/rei.v7i5.1575

Metrics