The effect of game to promote balance and prevent falls in elderly
DOI:
https://doi.org/10.47197/retos.v65.111125Keywords:
Aging, Performance, Balance, Falls Risk, Analogue Games, Recreation, RehabilitationAbstract
Introduction: The analogic game demonstrated potential results in old people with decreased balance and fall risk, however related studies are scarce.
Aim: The present study aimed to test the potential of an analogue game in improving balance and reducing the risk of falls, as well as to characterize the performance of the participants in the game and its relationship with the variables of balance and risk of falling.
Method: Data were collected at three moments: initial (T0); after 6 weeks of intervention with game (T1) and final (T2), after 6 weeks without intervention with game. Correlations were calculated between the performance in the game in the different grids (S, M and L) and the balance indicators (Timed-up and Go Test (TUG) and Tinetti test); these tests were compared between the different periods.
Results: Ten elderly people (87.60±7.25 years; 8 women) participated in the study, significantly improving TUG values only between T0-T1 (p=0.002). Values from Tinetti test improved significantly in the two intervention periods (p=0.001; p=0.006). The performance in the grid L showed correlation with the Tinetti test (T0 - ρ = -0.664; p = 0.036) and with the TUG only in the 2nd attempt (T0; r = 0.680; p = 0.030*).
Conclusion: There is a potential benefit of analogue play in improving the risk of falls (TUG) in institutionalized elderly people. The implemented game, at its most demanding level (grid L), seems to fit the rehabilitation context, promoting learning over time.
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