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dc.contributor.authorJanhunen, Maarit
dc.contributor.authorKarner, Vera
dc.contributor.authorKatajapuu, Niina
dc.contributor.authorNiiranen, Oona
dc.contributor.authorImmonen, Jaakko
dc.contributor.authorKarvanen, Juha
dc.contributor.authorHeinonen, Ari
dc.contributor.authorAartolahti, Eeva
dc.date.accessioned2021-09-28T08:43:02Z
dc.date.available2021-09-28T08:43:02Z
dc.date.issued2021
dc.identifier.citationJanhunen, M., Karner, V., Katajapuu, N., Niiranen, O., Immonen, J., Karvanen, J., Heinonen, A., & Aartolahti, E. (2021). Effectiveness of Exergame Intervention on Walking in Older Adults : A Systematic Review and Meta-Analysis of Randomized Controlled Trials. <i>Physical Therapy</i>, <i>101</i>(9), Article pzab152. <a href="https://doi.org/10.1093/ptj/pzab152" target="_blank">https://doi.org/10.1093/ptj/pzab152</a>
dc.identifier.otherCONVID_97959282
dc.identifier.urihttps://jyx.jyu.fi/handle/123456789/77942
dc.description.abstractObjective. The objective of this review was to systematically evaluate the effectiveness of exergaming on walking in older adults. In addition, the aim was to investigate the relationship between the exergaming effect and age, baseline walking performance, exercise traits, technology used and the risk of bias. Methods. A literature search was carried out in the databases MEDLINE, CINAHL, CENTRAL, EMBASE, WoS, PsycInfo and PEDro up to January 10, 2020. Studies with a Randomized Controlled Trial (RCT) design, people ≥60 years of age without neurological disorders, comparison group with other exercise or no exercise, and walking related outcomes were included. Cochrane RoB2, meta-analysis, meta-regression, and GRADE were used to estimate quality, treatment effect, covariates’ effect, and the certainty of evidence, respectively. Results. In the studies included (n = 66), the overall risk of bias was low (n = 2), unclear (n = 48) or high (n = 16). Compared with comparison groups, exergaming interventions were more effective for walking improvements (SMD = −0.21; 95% CI = −0.36 to −0.06; 3102 participants, 58 studies; moderate-quality evidence) and more or equally effective (SMD = −0.32; 95% CI = −0.64 to 0.00; 1028 participants, 13 studies; low-quality evidence) after nonexergaming follow-up. The strongest effect for covariates was observed with the type of comparison group, explaining 18.6% of the variance. Conclusions. For older adults without neurological disorders, exergame-based training improved walking, and improvements were maintained at follow-up. Greater benefits were observed when exergaming groups were compared to inactive comparison groups. To strengthen the evidence, further RCTs on the effectiveness of gamified exercise intervention are needed. Impact. Exergaming has effect equivalent to other types of exercising on improving walking in older adults. Physical therapists and other rehabilitation professionals may consider exergaming as a promising form of exercise in this age group.en
dc.format.mimetypeapplication/pdf
dc.language.isoeng
dc.publisherOxford University Press (OUP)
dc.relation.ispartofseriesPhysical Therapy
dc.rightsCC BY 4.0
dc.subject.otherexergames
dc.subject.otheraged
dc.titleEffectiveness of Exergame Intervention on Walking in Older Adults : A Systematic Review and Meta-Analysis of Randomized Controlled Trials
dc.typearticle
dc.identifier.urnURN:NBN:fi:jyu-202109285010
dc.contributor.laitosMatematiikan ja tilastotieteen laitosfi
dc.contributor.laitosLiikuntatieteellinen tiedekuntafi
dc.contributor.laitosDepartment of Mathematics and Statisticsen
dc.contributor.laitosFaculty of Sport and Health Sciencesen
dc.type.urihttp://purl.org/eprint/type/JournalArticle
dc.description.reviewstatuspeerReviewed
dc.relation.issn0031-9023
dc.relation.numberinseries9
dc.relation.volume101
dc.type.versionpublishedVersion
dc.rights.copyright© 2021 the Authors
dc.rights.accesslevelopenAccessfi
dc.subject.ysokuntoutus
dc.subject.ysoliikuntahoito
dc.subject.ysoikääntyneet
dc.subject.ysokävely
dc.subject.ysometa-analyysi
dc.subject.ysosystemaattiset kirjallisuuskatsaukset
dc.subject.ysointerventiohoito
dc.subject.ysodigitaaliset pelit
dc.format.contentfulltext
jyx.subject.urihttp://www.yso.fi/onto/yso/p3320
jyx.subject.urihttp://www.yso.fi/onto/yso/p7811
jyx.subject.urihttp://www.yso.fi/onto/yso/p2433
jyx.subject.urihttp://www.yso.fi/onto/yso/p3706
jyx.subject.urihttp://www.yso.fi/onto/yso/p27697
jyx.subject.urihttp://www.yso.fi/onto/yso/p29683
jyx.subject.urihttp://www.yso.fi/onto/yso/p19526
jyx.subject.urihttp://www.yso.fi/onto/yso/p22353
dc.rights.urlhttps://creativecommons.org/licenses/by/4.0/
dc.relation.doi10.1093/ptj/pzab152
jyx.fundinginformationThis research was funded by the Business Finland, SE Innovations Oy (Senior Some Oy), Suunto Oy, Physiotools Oy, GoodLife Technology Oy, Lingsoft Oy, eSeteli Palveluverkko Oy, PN Turku Oy, Ade Animations Design & Effects Oy, Adesante Oy, and Realmax Oy.


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