Comparative Effect of Core Stabilization Exercise and Active Video Gaming on Dynamic Balance in Elderly Female People: a SingleBlind Randomized Controlled Clinical Trial

Objective: The elderly have a decrease in muscle power and cognitive functions, leading to a higher risk of falling. The core stabilization exercise is a standard exercise for the elderly, but is considered as non-interesting and has no immediate feedback. On the other hand, active video gaming is n...

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Autores principales: Chatwalai Sonthikul, Nurulhuda Hadhoh, Nurulhuda Madeeyoh, Aungsuma Ponlakarn, Natthawat Dolthamsiri
Formato: article
Lenguaje:EN
Publicado: Prince of Songkla University 2021
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Acceso en línea:https://doaj.org/article/8eb7d64e4d9046e49237d69ca478450b
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Sumario:Objective: The elderly have a decrease in muscle power and cognitive functions, leading to a higher risk of falling. The core stabilization exercise is a standard exercise for the elderly, but is considered as non-interesting and has no immediate feedback. On the other hand, active video gaming is new technology, more interesting and provides immediate feedback. Thus, the objective was to compare the effectiveness of core stabilization exercise (CSE) and active video gaming (AVG) on dynamic balance, core and lower limb muscle strength and reaction time in elderly people. Material and Methods: This study was a single-blind randomized controlled trial design; conducted from January to April, 2019. The participants were 34, healthy, elderly patients; who were randomly assigned to either the CSE group (n=17) or AVG group (n=17). All participants received a training program consisting of 60 minutes, 3 times a week, for 6 weeks. The CSE group received a core stabilization exercise program, while the AVG group received video gaming with balance control on a moveable platform (Sensamove® , the Netherlands). The participants were assessed for dynamic balance, core and lower limb muscle strength, and reaction time at pre-, two, forth, and sixth week. Results: The AVG group showed superior and significant difference to the CSE group in dynamic balance after forth (p-value=0.004; 95% confidence interval (CI), -0.94 to -0.11) and sixth week (p-value=0.001; 95% CI, -1.22 to -0.25) of training, and reaction time after forth (p-value=0.028; 95% CI, -37.89 to –0.24) and sixth week of training (p-value= 0.026; 95% CI, -72.08 to -10.13). However, within group comparison, after sixth weeks of training, the CSE group had significantly increased in core (p-value=0.020; 95% CI, 1.01 to 21.55) and lower limb muscle strength (p-value=0.008; 95% CI, -2.68 to -0.39). In addition, the AVG group had significantly increased in dynamic balance (p-value=0.001; 95% CI, -2.18 to -0.66), lower limb muscle strength (p-value=0.001; 95% CI, -2.38 to -0.66), and reaction time (p-value= 0.007; 95% CI, -120.99 to -22.64). Conclusion: Active video gaming showed better effectiveness than the core stabilization exercise in both dynamic balance and reaction time. Between before and after six weeks of training, the core stabilization exercise increased in core and lower limb muscle strength. In addition, active video gaming increased in dynamic balance, lower limb muscle strength and reaction time. So, active video gaming can be added in generic rehabilitation for improvement of muscle strength, reaction time and balance.