Investigating the Effects of Virtual Reality-Based Training on Balance Ability and Balance Confidence in Older Individuals

Author:

Wilson Oshin1,Arnold Nicole1,Thompson Lara A.1

Affiliation:

1. Center for Biomechanical and Rehabilitation Engineering, Biomedical Engineering Program, School of Engineering and Applied Sciences, University of the District of Columbia, 4200 Connecticut Ave. NW, Washington, DC 20008, USA

Abstract

Each year, over 25% of adults aged sixty-five years old or older suffer a fall, and three million are treated for fall-related injuries due to lack of balance. Here, we aimed to investigate how virtual reality (VR)-based training affects balance performance and confidence in older adults. To accomplish this goal, we studied 21 healthy, older individuals between 60 and 85 years old, both pre- and post-training (6 weeks of training, twice per week (or 12 sessions)). The VR group donned an Oculus VR headset and consisted of nine participants (aged 75.9 ± 3.7 years old), while the control group (aged 75.1 ± 6.7 years old) performed training without a headset and consisted of eight participants that completed our study. To assess balance ability, we utilized the Balance Error Scoring System (BESS) and the Timed Up and Go (TUG) test. To assess balance confidence, we implemented the Activities-Specific Balance Confidence (ABC) Scale and, to assess fear of falling, the Tinetti Falls Efficacy Scale (FES). Further, we assessed depression (via the Geriatric Depression Scale (GDS)) and cognitive ability (via the Mini-Mental State Examination (MMSE)). The post-training results showed improvements in balance ability for both the VR and control groups, as well as changes in the relationship between balance confidence and balance ability for the VR group only. Further, improvements in cognitive ability were seen in the control group. This study is an indication that older individuals’ balance ability may benefit from several weeks of targeted training.

Funder

National Institutes of Health

National Science Foundation

Publisher

MDPI AG

Reference19 articles.

1. Falls efficacy as a measure of fear of falling;Tinetti;J. Gerontol.,1990

2. Investigating Relationships between Balance Confidence and Balance Ability in Older Adults;Thompson;J. Aging Res.,2021

3. Balance training using virtual reality improves balance and physical performance in older adults at high risk of falls;Phu;Clin. Interv. Aging,2019

4. Lee, K. (2021). Virtual Reality Gait Training to Promote Balance and Gait Among Older People: A Randomized Clinical Trial. Geriatrics, 6.

5. American Physical Therapy Association (APTA) (2023, March 01). Balance Error Scoring System (BESS). Available online: https://www.apta.org/patient-care/evidence-based-practice-resources/test-measures/balance-error-scoring-system-bess#:~:text=The%20Balance%20Error%20Scoring%20System,or%20mild%20traumatic%20brain%20injury.

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