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
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Publicado: Prince of Songkla University 2021
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Acceso en línea:https://doaj.org/article/8eb7d64e4d9046e49237d69ca478450b
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spelling oai:doaj.org-article:8eb7d64e4d9046e49237d69ca478450b2021-11-25T08:25:12ZComparative Effect of Core Stabilization Exercise and Active Video Gaming on Dynamic Balance in Elderly Female People: a SingleBlind Randomized Controlled Clinical Trial2586-99812630-055910.31584/jhsmr.2021820https://doaj.org/article/8eb7d64e4d9046e49237d69ca478450b2021-11-01T00:00:00Zhttps://www.jhsmr.org/index.php/jhsmr/article/view/820https://doaj.org/toc/2586-9981https://doaj.org/toc/2630-0559Objective: 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.Chatwalai SonthikulNurulhuda HadhohNurulhuda MadeeyohAungsuma PonlakarnNatthawat DolthamsiriPrince of Songkla Universityarticleactive video gamingcore stabilization exercisedynamic balanceelderlylower limb muscle strengthMedicineRENJournal of Health Science and Medical Research (JHSMR), Vol 40, Iss 1, Pp 53-65 (2021)
institution DOAJ
collection DOAJ
language EN
topic active video gaming
core stabilization exercise
dynamic balance
elderly
lower limb muscle strength
Medicine
R
spellingShingle active video gaming
core stabilization exercise
dynamic balance
elderly
lower limb muscle strength
Medicine
R
Chatwalai Sonthikul
Nurulhuda Hadhoh
Nurulhuda Madeeyoh
Aungsuma Ponlakarn
Natthawat Dolthamsiri
Comparative Effect of Core Stabilization Exercise and Active Video Gaming on Dynamic Balance in Elderly Female People: a SingleBlind Randomized Controlled Clinical Trial
description 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.
format article
author Chatwalai Sonthikul
Nurulhuda Hadhoh
Nurulhuda Madeeyoh
Aungsuma Ponlakarn
Natthawat Dolthamsiri
author_facet Chatwalai Sonthikul
Nurulhuda Hadhoh
Nurulhuda Madeeyoh
Aungsuma Ponlakarn
Natthawat Dolthamsiri
author_sort Chatwalai Sonthikul
title Comparative Effect of Core Stabilization Exercise and Active Video Gaming on Dynamic Balance in Elderly Female People: a SingleBlind Randomized Controlled Clinical Trial
title_short Comparative Effect of Core Stabilization Exercise and Active Video Gaming on Dynamic Balance in Elderly Female People: a SingleBlind Randomized Controlled Clinical Trial
title_full Comparative Effect of Core Stabilization Exercise and Active Video Gaming on Dynamic Balance in Elderly Female People: a SingleBlind Randomized Controlled Clinical Trial
title_fullStr Comparative Effect of Core Stabilization Exercise and Active Video Gaming on Dynamic Balance in Elderly Female People: a SingleBlind Randomized Controlled Clinical Trial
title_full_unstemmed Comparative Effect of Core Stabilization Exercise and Active Video Gaming on Dynamic Balance in Elderly Female People: a SingleBlind Randomized Controlled Clinical Trial
title_sort comparative effect of core stabilization exercise and active video gaming on dynamic balance in elderly female people: a singleblind randomized controlled clinical trial
publisher Prince of Songkla University
publishDate 2021
url https://doaj.org/article/8eb7d64e4d9046e49237d69ca478450b
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