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dc.contributor.authorGonzález Bernal, Jerónimo J.
dc.contributor.authorJahouh, Maha
dc.contributor.authorGonzález Santos, Josefa
dc.contributor.authorMielgo Ayuso, Juan Francisco 
dc.contributor.authorFernández Lázaro, Diego 
dc.contributor.authorSoto Cámara, Raúl
dc.date.accessioned2023-05-18T12:47:18Z
dc.date.available2023-05-18T12:47:18Z
dc.date.issued2021
dc.identifier.citationInternational Journal of Environmental Research and Public Health, 2021, Vol. 18, Nº. 5, 2723es
dc.identifier.issn1660-4601es
dc.identifier.urihttps://uvadoc.uva.es/handle/10324/59640
dc.descriptionProducción Científicaes
dc.description.abstractAging is a multifactorial physiological phenomenon in which cellular and molecular changes occur. These changes lead to poor locomotion, poor balance, and an increased falling risk. This study aimed to determine the impact and effectiveness of the use of the Wii® game console on improving walking speed and balance, as well as its influence on frailty levels and falling risk, in older adults. A longitudinal study was designed with a pretest/post-test structure. The study population comprised people over 75 years of age who lived in a nursing home or attended a day care center (n = 80; 45 women; 84.2 ± 8.7 years). Forty of them were included in the Wii group (20 rehabilitation sessions during 8 consecutive weeks), and the other 40 were in the control group. Falling risk and frailty were evaluated using the Downton scale and Fried scale; balance and walking speed were assessed with the Berg Balance scale and the Gait Speed Test, respectively, as well as the Short Physical Performance Battery (SPPB). The results showed that there was no significant association between Frailty Phenotype and study groups in baseline. However, there was significant association between Frailty Phenotype and study groups at the end of study. Moreover, a significantly higher and negative percentage change (Δ) in the Wii group with respect to the control group on the in falling risk (−20.05 ± 35.14% vs. 7.92 ± 24.53%) and in walking speed (−6.42 ± 8.83% vs. −0.12 ± 4.51%) during study, while there was a higher and positive significant percent change in static balance (6.07 ± 5.74% vs. 2.13 ± 4.64%) and on the SPPB (20.28 ± 20.05% vs. 0.71 ± 7.99%) after 8 weeks of study. The main conclusion of this study was that the use of the Wii® video console for 8 weeks positively influenced walking speed, falling risk, static balance, and frailty levels in older adults. Through a rehabilitation program with the Wii® game console in the older adults, frailty levels are reduced, accompanied by a reduction in falling risk and an increase in static balance and walking speed.es
dc.format.mimetypeapplication/pdfes
dc.language.isoenges
dc.publisherMDPIes
dc.rights.accessRightsinfo:eu-repo/semantics/openAccesses
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/*
dc.subjectOlder peoplees
dc.subjectPersonas de Edad - Salud e higienees
dc.subjectGeriatricses
dc.subjectVideojuegoses
dc.subjectSpaines
dc.subjectFalls (Accidents) in old age - Prevention
dc.subjectCaídas en ancianos - Prevención
dc.subject.classificationFrailtyes
dc.subject.classificationWalking speedes
dc.subject.classificationFalling riskes
dc.subject.classificationWiies
dc.titleInfluence of the use of Wii games on physical frailty components in institutionalized older adultses
dc.typeinfo:eu-repo/semantics/articlees
dc.rights.holder© 2021 The authorses
dc.identifier.doi10.3390/ijerph18052723es
dc.relation.publisherversionhttps://www.mdpi.com/1660-4601/18/5/2723es
dc.identifier.publicationfirstpage2723es
dc.identifier.publicationissue5es
dc.identifier.publicationtitleInternational Journal of Environmental Research and Public Healthes
dc.identifier.publicationvolume18es
dc.peerreviewedSIes
dc.identifier.essn1660-4601es
dc.rightsAtribución 4.0 Internacional*
dc.type.hasVersioninfo:eu-repo/semantics/publishedVersiones
dc.subject.unesco3201.07 Geriatríaes


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