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Related Experiment Video

Updated: Apr 30, 2026

Exergaming in Older People Living with HIV Improves Balance, Mobility and Ameliorates Some Aspects of Frailty
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Usability and Effects of an Exergame-Based Balance Training Program.

Seline Wüest1, Nunzio Alberto Borghese2, Michele Pirovano2

  • 1Department of Health Sciences and Technology, Institute of Human Movement Sciences and Sport , ETH Zurich, Zurich, Switzerland .

Games for Health Journal
|May 8, 2014
PubMed
Summary

Exergames show promise for improving balance and gait in the elderly. This study found significant improvements in physical performance measures after a 36-session exergame intervention, warranting further investigation in stroke patients.

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Area of Science:

  • Rehabilitation medicine
  • Geriatric physical therapy
  • Human-computer interaction

Background:

  • Structured, intense, and repetitive therapy is crucial for post-stroke recovery.
  • Exergames offer a potential solution for sustained therapy practice and enhanced patient motivation.
  • Assessing the usability and effectiveness of exergames for balance and gait is essential.

Purpose of the Study:

  • To evaluate the usability of newly developed exergames for elderly participants.
  • To determine the effects of a structured exergame intervention on balance and gait parameters.
  • To assess adherence, attrition, and acceptance rates of the exergame program.

Main Methods:

  • Sixteen elderly participants engaged in 36 sessions of a 20-minute exergame intervention.
  • Usability was assessed through user feedback and minor program adaptations.
  • Balance and gait were evaluated using the Berg Balance Scale, 7-m Timed Up and Go, Short Physical Performance Battery, force platform tests, and gait analysis.

Main Results:

  • High adherence (100%) and acceptance were observed, with only 18.8% attrition.
  • Significant improvements were noted in Berg Balance Scale, 7-m Timed Up and Go, and Short Physical Performance Battery scores.
  • No significant changes were detected in center of pressure during stance or in walking parameters.

Conclusions:

  • The virtual reality exergame intervention demonstrated positive usability and effectiveness in improving physical performance in untrained elderly individuals.
  • The findings suggest that exergame-based programs can enhance balance and gait-related measures.
  • Further clinical studies are warranted to investigate the efficacy of this exergame program in stroke patients.