pISSN : 3058-6941 eISSN: 3058-695X
Open Access, Peer-reviewed
Eun-Ja Kim,Yong-Jin Jeon,Kyoung-Bo Lee
https://dx.doi.org/10.17817/2017.03.25.5618 Epub 7th March, 2017
Abstract
Purpose The aim of this study was to investigate the effects of virtual reality games (VRG) on muscle activity and balance in elderly women. Methods Subjects were elderly women aged 65 or older (n =20). The subjects were assigned to VRG group, and 10 were assigned to a general exercise group, The intervention was performed for 40 min per session, twice a week, for eight weeks. Results As shown by the result of the Berg balance Scale (BBS) and Functional Reach Test (FRT), there were no significant differences in the balance abilities of the GE group, wheras there was a significant difference in those of the VRG group. There was also significant between group difference in balance abilities. In the comparison of the muscle activity of the tibialis anterio (TA) and gastrocenemius medialis (GCM), there was no significant difference in the GE group and whereas there was significant difference in the VRG group. Furthermore, there was significant between group difference in muscle activity. Conclusion VRG was effective in improving muscle activity and balance in elderly women aged 65 and older.
Keywords
Elderly Women Balance SEMG Virtual reality Games