Journal article
Effectiveness and feasibility of virtual reality and gaming system use at home by older adults for enabling physical activity to improve health-related domains: A systematic review
KJ Miller, BS Adair, AJ Pearce, CM Said, E Ozanne, MM Morris
Age and Ageing | Published : 2014
Abstract
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..
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Funding Acknowledgements
This work was supported by a Grant from the Institute for a Broadband-Enabled Society (IBES), Australia. Salary support for C. Said was provided by a Melbourne Research Fellowship (Career Interruption), The University of Melbourne, Australia.