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Effectiveness of balance training based on Virtual Reality game for the Elderly

  • Korean Journal of Occupational Therapy
  • Abbr : Korean J of Occup Ther
  • 2010, 18(1), pp.55-64
  • Publisher : Korean Society Of Occupational Therapy
  • Research Area : Medicine and Pharmacy > Working Therapeutics

Hong So Young 1

1가톨릭상지대학 작업치료과

Accredited

ABSTRACT

Objectives : The purpose of this study is to evaluate the improvement of balancing ability of the elderly after the virtual reality game, Wii-Fit. Methodology : For 20 elderly in good health, living in Daegu metropolitan city we took them the balance training called Balance scale test and One-leg stand test for six weeks. Results : There were significant differences in both static and dynamic balance as a result of balance training(P<0.05). The balance ability depending on the sex shows statistically meaningful difference at the right leg standing with open eyes, right leg standing with closed eyes, left leg standing with open eyes before balance training, left leg standing with open eyes after balance training(P<0.05). The balance ability of 60s and 70s has statistically meaningful result before and after training through berg balance test result. As a result of one leg test, statistical data of right leg standing with open eyes shows difference(P<0.05). Conclusion : Virtual reality game can be used to improve balancing ability of the elderly because Wii-Fit balancing program turns out statistically meaningful. This suggests that it is necessary variety of software need to be developed for the elderly.

Citation status

* References for papers published after 2022 are currently being built.