scholarly journals Virtual Reality Exercise as a Coping Strategy for Health and Wellness Promotion in Older Adults during the COVID-19 Pandemic

2020 ◽  
Vol 9 (6) ◽  
pp. 1986 ◽  
Author(s):  
Zan Gao ◽  
Jung Eun Lee ◽  
Daniel J. McDonough ◽  
Callie Albers

The December 2019 COVID-19 outbreak in China has led to worldwide quarantine, as recommended by local governments and the World Health Organization. Particularly affected are older adults (i.e., those aged ≥ 65 years) who are at elevated risk for various adverse health outcomes, including declines in motor ability and physical activity (PA) participation, increased obesity, impaired cognition, and various psychological disorders. Thus, given the secular increases in the older adult population, novel and effective intervention strategies are necessary to improve physical activity behaviors and health in this population. Virtual reality (VR)-integrated exercise is a promising intervention strategy, which has been utilized in healthcare fields like stroke rehabilitation and psychotherapy. Therefore, the purpose of this editorial is to synthesize recent research examining the efficacy and effectiveness of VR exercise in the promotion of favorable health outcomes among the older adults. Results indicate the application of VR exercise to facilitate improved physical outcomes (e.g., enhanced motor ability, reduced obesity), cognition and psychological outcomes. VR exercise has also been observed to be an effective intervention strategy for fall prevention in this population. Future research should employ more rigorous research designs to allow for a more robust quantitative synthesis of the effect of VR exercise on the preceding outcomes to elucidate which type(s) of VR-based PA interventions are most effective in promoting improved health outcomes among older adults. Findings from this study will better inform the development of technology-savvy PA programs for wellness promotion in older adults who practice social distancing and exercise from home under the unprecedented global health crisis.

Author(s):  
Josca Van Houwelingen-Snippe ◽  
Somaya Ben Allouch ◽  
Thomas J. L. Van Rompay

Abstract Poor well-being amongst older adults poses a serious health concern. Simultaneously, research shows that contact with nature can improve various facets of well-being, including physical, social, and mental well-being. However, nature is not always accessible for older adults due to mobility restrictions and related care needs that come with age. A promising strategy aims at bringing nature inside through pervasive technologies. However, so far, there is little academic understanding of essential nature characteristics, psychological processes involved, and means for implementation in practice. The current study used a three-folded rapid review to assess current understanding and strategies used for improving well-being for older adults through virtual reality representations of nature. Searches were performed across three databases, followed-up by content-based evaluation of abstracts. In total, a set of 25 relevant articles was identified. Only three studies specifically focus on digital nature as an intervention strategy for improving well-being amongst older adults. Although these studies provide useful starting points for the design and (technological) development of such environments, they do not generate understanding of how specific characteristics of virtual nature representations impact social well-being measures in particular, and of the underlying psychological processes involved. We conclude that follow-up research is warranted to close the gap between insights and findings from nature research, gerontology, health research, and human-technology interaction.


2016 ◽  
Vol 37 ◽  
pp. 16-25 ◽  
Author(s):  
Jelle Van Cauwenberg ◽  
Veerle Van Holle ◽  
Ilse De Bourdeaudhuij ◽  
Delfien Van Dyck ◽  
Benedicte Deforche

2018 ◽  
Author(s):  
Il-Young Jang ◽  
Hae Reong Kim ◽  
Eunju Lee ◽  
Hee-Won Jung ◽  
Hyelim Park ◽  
...  

BACKGROUND Community-dwelling older adults living in rural areas are in a less favorable environment for health care compared with urban older adults. We believe that intermittent coaching through wearable devices can help optimize health care for older adults in medically limited environments. OBJECTIVE We aimed to evaluate whether a wearable device and mobile-based intermittent coaching or self-management could increase physical activity and health outcomes of small groups of older adults in rural areas. METHODS To address the above evaluation goal, we carried out the “Smart Walk” program, a health care model wherein a wearable device is used to promote self-exercise particularly among community-dwelling older adults managed by a community health center. We randomly selected older adults who had enrolled in a population-based, prospective cohort study of aging, the Aging Study of Pyeongchang Rural Area. The “Smart Walk” program was a 13-month program conducted from March 2017 to March 2018 and included 6 months of coaching, 1 month of rest, and 6 months of self-management. We evaluated differences in physical activity and health outcomes according to frailty status and conducted pre- and postanalyses of the Smart Walk program. We also performed intergroup analysis according to adherence of wearable devices. RESULTS We recruited 22 participants (11 robust and 11 prefrail older adults). The two groups were similar in most of the variables, except for age, frailty index, and Short Physical Performance Battery score associated with frailty criteria. After a 6-month coaching program, the prefrail group showed significant improvement in usual gait speed (mean 0.73 [SD 0.11] vs mean 0.96 [SD 0.27], P=.02), International Physical Activity Questionnaire scores in kcal (mean 2790.36 [SD 2224.62] vs mean 7589.72 [SD 4452.52], P=.01), and European Quality of Life-5 Dimensions score (mean 0.84 [SD 0.07] vs mean 0.90 [SD 0.07], P=.02), although no significant improvement was found in the robust group. The average total step count was significantly different and was approximately four times higher in the coaching period than in the self-management period (5,584,295.83 vs 1,289,084.66, P<.001). We found that participants in the “long-self” group who used the wearable device for the longest time showed increased body weight and body mass index by mean 0.65 (SD 1.317) and mean 0.097 (SD 0.513), respectively, compared with the other groups. CONCLUSIONS Our “Smart Walk” program improved physical fitness, anthropometric measurements, and geriatric assessment categories in a small group of older adults in rural areas with limited resources for monitoring. Further validation through various rural public health centers and in a large number of rural older adults is required.


Author(s):  
Rasmus T. Larsen ◽  
Christoffer B. Korfitsen ◽  
Carsten B. Juhl ◽  
Henning Boje Andersen ◽  
Henning Langberg ◽  
...  

Aim: To investigate the concurrent validity of the International Physical Activity Questionnaire-short form (IPAQ-SF) and the Nordic Physical Activity Questionnaire-short (NPAQ-short) when compared with objectively measured daily steps among older adults. Methods: Spearman’s ρ between IPAQ-SF and NPAQ-short and objectively measured steps using Garmin Vivofit 3 physical activity monitors. Results: A total of 54 participants were included. The IPAQ-SF subscales’ moderate physical activity (PA), moderate to vigorous PA (MVPA), and sedentary time showed little or no correlation with daily steps. The NPAQ-short subscales’ vigorous PA, moderate PA, and MVPA showed little or no correlation. The IPAQ-SF subscales’ vigorous PA and walking showed fair correlation. Only the IPAQ-SF metabolic equivalent of task minutes showed moderate to good correlation with daily steps. The IPAQ-SF categories and NPAQ-short categorization of World Health Organization compliance were significantly different, but the magnitudes were small and distributions indicated problems with the categorization. Conclusion: The concurrent validity is low, as the scores did not reflect objectively measured daily steps.


Author(s):  
Yung Liao ◽  
Chien-Yu Lin ◽  
Ting-Fu Lai ◽  
Yen-Ju Chen ◽  
Bohyeon Kim ◽  
...  

This study aimed to investigate the associations between Walk Score® and lifestyle behaviors and health outcomes in older Taiwanese adults. A nationwide survey was conducted through telephone-based interviews with older adults (65 years and older) in Taiwan. Data on Walk Score®, lifestyle behaviors (physical activity, sedentary behavior, healthy eating behavior, alcohol use, and smoking status), health outcomes (overweight/obesity, hypertension, type 2 diabetes, and cardiovascular disease), and personal characteristics were obtained from 1052 respondents. A binary logistic regression adjusting for potential confounders was employed. None of the Walk Score® categories were related to the recommended levels of total physical activity. The categories “very walkable” and “walker’s paradise” were positively related to total sedentary time and TV viewing among older adults. No significant associations were found between Walk Score® and other lifestyle health behaviors or health outcomes. While Walk Score® was not associated with recommended levels of physical activity, it was positively related to prolonged sedentary time in the context of a non-Western country. The different associations between the walk score and health lifestyle behaviors and health outcomes in different contexts should be noted.


Author(s):  
Adam G Gavarkovs

The link between physical inactivity and poor health outcomes is well established. Older adults are especially at risk for many health conditions, and are one of the most inactive populations in Canada. Increasing levels of neighbourhood greenness has shown a positive relationship with walking and exercise behaviours, which in turn affects both mental and physical health. Currently in Ontario, the provincial Planning Act outlines the process of parkland dedication that individual municipalities are responsible for carrying out. This policy brief will discuss the inadequacies of the current system in effectively creating greenspace for older adults, and will propose several recommendations to resolve these issues.


2018 ◽  
Author(s):  
Boris Feodoroff ◽  
Ippokratis Konstantinidis ◽  
Ingo Froböse

BACKGROUND In recent years, many studies have associated sedentary behavior in front of screens with health problems in infants, children, and adolescents. Yet options for exergaming—playing video games that require rigorous physical exercise—seem to fall short of the physical activity levels recommended by the World Health Organization. OBJECTIVE The purpose of this study was to investigate the effect of a fully immersive virtual reality (VR)-based training system on cardiovascular and muscular parameters of young adults. METHODS A cross-sectional experiment design was used to analyze muscle activity (surface electromyography), heart rate, perceived exertion (RPE), cybersickness symptoms, perceived workload, and physical activity enjoyment (PACES) in 33 participants performing two 5-minute flights on a new training device. RESULTS Participants’ performance of the planking position required to play the game resulted in moderate aerobic intensity (108 [SD 18.69] bpm). Due to the mainly isometric contraction of the dorsal muscle chain (with a mean activation between 20.6% [SD 10.57] and 26.7% [SD 17.39] maximum voluntary isometric contraction), participants described the exercise as a moderate to vigorous activity (RPE 14.6 [SD 1.82]). The majority reported that they enjoyed the exercise (PACES 3.74 [SD 0.16]). However, six participants had to drop out because of cybersickness symptoms and two because of muscle pain due to prior injuries. CONCLUSIONS Our findings suggest that fully immersive VR training systems can contribute to muscle-strengthening activities for healthy users. However, the dropout rate highlights the need for technological improvements in both software and hardware. In prevention and therapy, movement quality is a fundamental part of providing effective resistance training that benefits health. Exergaming on a regular basis has the potential to develop strong muscles and a healthy back. It is essential that future VR-based training systems take into account the recommendations of sport and exercise science.


2020 ◽  
Author(s):  
Nuša Farič ◽  
Lee Smith ◽  
Henry WW Potts ◽  
Katie Newby ◽  
Andrew Steptoe ◽  
...  

BACKGROUND Adolescence (13-17 years) is a key developmental stage for physical activity promotion (PA), but it remains unclear what works to change PA in this group. Virtual reality (VR) exergaming is a promising intervention strategy to engage adolescents with physical activity. OBJECTIVE We hypothesise that a multicomponent intervention with VR exergaming at the core could increase physical activity in adolescents. However, substantial intervention development work is required. METHODS The vEngage study involves collaboration between academics and commercial games designers and employs a staged, mixed-methods approach to intervention development, combining traditional research processes and iterative game design processes. This protocol reports on our experiences of the methods and procedures for the initial development phases of the intervention. Ethics and Dissemination: The results from each work package have been disseminated through peer-review publications and scientific presentations. Ethical approval for each work package has been obtained through the University College London Research Ethics Committee. RESULTS This project developed a novel intervention involving VR exergaming with embedded elements designed to engage adolescents in physical activity. The unique academic and industry partnership from the outset, support from public health funders, and involvement of users and stakeholders throughout has been crucial to success. CONCLUSIONS This project is a world first attempt to develop a VR exergame designed to engage adolescents with PA, embracing academic-industry collaboration. We proposed and described very early development work in order to raise awareness of the study, and still open up possibilities and invite other researchers and industry partners to link with us. As such we welcome potential collaboration, and input on our planned and future work.


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