Abstract
OBJECTIVE: To evaluate the effects of a conventional proprioceptive training program and a protocol with the association of video game use and Balance Board in elderly regarding balance, mobility, flexibility and falls. METHOD: This almost experimental research was conducted with 32 elderly participants. The sample consisted of two groups. The first, CG (n=16; aged=67.63 years), with conventional proprioceptive training and the second, SG (n=16; aged=66.88 years) proprioceptive training with the new technological tool. Treatments were done in both groups twice a week, during 30 minutes, adding up to ten interventions. RESULTS: In SG only the Berg Scale variable did not show significant difference (p<0.05) between pre and post intervention. In evaluated moments significant statistic difference (p<0.05) was observed in the POMA (p= 0.018) and One-leg scale (p=0.018, as well as in Anterior and Lateral Functional Reach tests (p=0.012). As for CG, both POMA (p=0.043) and One-leg scales (p=0.043) showed significant differences between pre and post intervention. CONCLUSION: Proprioceptive training with virtual reality proved to be more efficient than the conventional proprioceptive training in elderly subjects in relation to balance, flexibility, mobility and falls.
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CITATION STYLE
Secchi Batista, J., Wibelinger, L. M., De Marchi, A. C. B., Schneider, R. H., & Pasqualotti, A. (2013). Reabilitação virtual através do videogame Nintendo Wii® em idosos com alterações cognitivas. Revista Brasileira de Ciências Do Envelhecimento Humano, 9(2). https://doi.org/10.5335/rbceh.2012.027
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