Related Experiment Video
Updated: Jun 18, 2026

Exergaming in Older People Living with HIV Improves Balance, Mobility and Ameliorates Some Aspects of Frailty
Published on: October 6, 2016
Feasibility, acceptability, and functional outcomes of a home-based exergaming telerehabilitation program for adults
Ravi Shankar1, Ruth Choo Li Ong2, Emily Yee2
1Clinical Research and Innovation Office, National Healthcare Group, Tan Tock Seng Hospital, 11 Jalan Tan Tock Seng, 308433, Singapore, Singapore. ravisr.srivastava@gmail.com.
Background:
Community-based rehabilitation services face significant challenges including limited access, poor exercise adherence, and resource constraints. Telerehabilitation using gamified exergaming platforms offers a promising solution to extend rehabilitation services into home settings while maintaining patient engagement.
Objective:
This multi-center single-arm pilot study evaluated the feasibility, acceptability, and preliminary efficacy signals of a caregiver-supported, home-based telerehabilitation program comprising 30 days of active home use within an 18-week protocol, using the EvolvRehab gamified exergaming platform among community-dwelling adults with functional limitations who were receiving outpatient rehabilitation in Singapore.
Methods:
Ten participants (mean age: 64.6 years, SD 8.5, range 48-78) were recruited from three community rehabilitation sites: Handicaps Welfare Association Day Rehabilitation Centre, Home Nursing Foundation, and Ren Ci Hospital Day Rehabilitation Centre. Participants underwent an 18-week protocol comprising onboarding, a 30-day period of active home-based telerehabilitation with therapist-prescribed daily exercises and remote monitoring, and follow-up. A primary caregiver was present during all home sessions to assist with device setup, supervise exercise, and support fall prevention. Functional outcomes were assessed at baseline (Week 0), post-intervention (Week 8), and follow-up (Week 18) using the Modified Barthel Index (MBI), Short Physical Performance Battery (SPPB), Berg Balance Scale (BBS), grip strength, and EQ-5D-5 L. System usability and patient-reported outcomes were evaluated using the System Usability Scale (SUS) and a non-validated custom questionnaire, the latter analysed as exploratory data.
Results:
Mean exercise compliance was 80.6%, with participants exercising an average of 23.97 min daily. Within-group improvements from baseline to Week 18 follow-up were observed in MBI (75.8 to 81.2, p = 0.019), BBS (33.3 to 38.0, p = 0.037), and right-hand grip strength (15.1 to 18.0 kg, p = 0.005). SPPB improved at the post-intervention assessment (5.2 to 6.2, p = 0.015), but this change was not sustained at the Week 18 follow-up relative to baseline (6.4, p = 0.104). EQ-5D-5 L descriptive sum scores decreased (indicating reduced symptom burden) from 11.6 at baseline to 8.5 at Week 8 (p = 0.002; FDR-adjusted p = 0.048) and 8.7 at Week 18; EQ-VAS scores increased from 66.9 at baseline to 80.9 at Week 18 (p = 0.022). As an uncontrolled single-arm study, these findings represent preliminary efficacy signals rather than evidence of effectiveness, and require confirmation in controlled trials. The mean SUS score was 67.75, indicating marginal acceptability. Patient-reported outcomes showed high engagement with the gamified exercises, though concerns about cost were noted. No falls or adverse events were reported in this selected sample under caregiver-supported conditions.
Conclusions:
Gamified caregiver-supported telerehabilitation using the EvolvRehab platform appeared feasible and acceptable among community-dwelling adults with functional limitations, and was associated with within-group functional outcome signals. High compliance rates and the absence of adverse events under caregiver-supported conditions support the conduct of larger controlled trials, though the uncontrolled single-arm design precludes conclusions about effectiveness, and usability refinements and cost considerations require attention for scalability.

