References
- World Health Organization. Global recommendations on physical activity for health. Geneva: WHO World's Largest Library Catalog; 2010; p. 1–60.
- Mears D. Technology in physical education: Article #4 in a 6-part series: Podcasts and Wiki’s: delivering content information to students using technology. Strategies [Internet]. 2009;23:29–34. Available from: http://www.tandfonline.com/doi/abs/10.1080/08924562.2009.10590856%5Cn; http://www.tandfonline.com.ezproxy.library.wisc.edu/doi/abs/10.1080/08924562.2009.10590856#.VAUIv_ldWnc.
- Smeddinck JD, Herrlich M, Malaka R. Exergames for physiotherapy and rehabilitation: a medium-term situated study of motivational aspects and impact on functional reach. Proc ACM CHI’15 Conf Hum Factors Comput Syst. [Internet]. 2015;1:4143–4146. Available from: http://dx.doi.org/10.1145/2702123.2702598.
- Best JR. Exergaming in youth: effects on physical and cognitive health. Z Psychol [Internet]. 2013;221:72–78. Available from: http://www.pubmedcentral.nih.gov/articlerender.fcgi?artid=4119754&tool=pmcentrez&rendertype=abstract.
- Peng W, Crouse JC, Lin J-H. Using active video games for physical activity promotion: a systematic review of the current state of research. Health Educ Behav [Internet]. 2013;40:171–192. Available from: http://www.ncbi.nlm.nih.gov/pubmed/22773597.
- Rendon AA, Lohman EB, Thorpe D, et al. The effect of virtual reality gaming on dynamic balance in older adults. Age Ageing. 2012;41:549–552.
- Bieryla KA, Dold NM. Feasibility of Wii Fit training to improve clinical measures of balance in older adults. Clin Interv Aging. 2013;8:775–781.
- Pluchino A, Lee SY, Asfour S, et al. Pilot study comparing changes in postural control after training using a video game balance board program and 2 standard activity-based balance intervention programs. Arch Phys Med Rehabil. 2012;93:1138–1146.
- Duque G, Boersma D, Loza-Diaz G, et al. Effects of balance training using a virtual-reality system in older fallers. Clin Interv Aging. 2013;8:257–263.
- Schoene D, Lord SR, Delbaere K, et al. A randomized controlled pilot study of home-based step training in older people using videogame technology. PLoS ONE. 2013;8:e57734.
- Jorgensen MG, Laessoe U, Hendriksen C, et al. Efficacy of Nintendo Wii training on mechanical leg muscle function and postural balance in community-dwelling older adults: a randomized controlled trial. J Gerontol – Ser A Biol Sci Med Sci. 2013;68:845–852.
- Dunsky A, Dickstein R, Marcovitz E, et al. Home-based motor imagery training for gait rehabilitation of people with chronic poststroke hemiparesis. Arch Phys Med Rehabil. 2008;89:1580–1588.
- Silsupadol P, Lugade V, Shumway-Cook A, et al. Training-related changes in dual-task walking performance of elderly persons with balance impairment: a double-blind, randomized controlled trial. Gait Posture. 2009;29:634–639.
- Goble DJ, Cone BL, Fling BW. Using the Wii Fit as a tool for balance assessment and neurorehabilitation: the first half decade of “Wii-search.” J Neuroeng Rehabil [Internet]. 2014;11:1-8. Available from: https://www.scopus.com/inward/record.uri?eid=2-s2.0-84893658685&doi=10.1186%2F1743-0003-11-12&partnerID=40&md5=c9bac6f383a8dab8ecd87315043af992.
- Shamseer L, Moher D, Clarke M, et al. Preferred reporting items for systematic review and meta-analysis protocols (PRISMA-P) 2015: elaboration and explanation. BMJ [Internet]. 2015;349:g7647. Available from: http://www.ncbi.nlm.nih.gov/pubmed/25555855.
- Shea BJ, Grimshaw JM, Wells GA, et al. Development of AMSTAR: a measurement tool to assess the methodological quality of systematic reviews. BMC Med Res Methodol [Internet]. 2007;7:10. Available from: http://www.pubmedcentral.nih.gov/articlerender.fcgi?artid=1810543&tool=pmcentrez&rendertype=abstract.
- Skjaeret N, Nawaz A, Morat T, et al. Exercise and rehabilitation delivered through exergames in older adults: An integrative review of technologies, safety and efficacy. Int J Med Inform. 2016;85:1–16.
- Harley D, Fitzpatrick G, Axelrod L, et al. Making the Wii at home: game play by older people in sheltered housing. In Symposium of the Austrian HCI and Usability Engineering Group Lect Notes Comput Sci (including Subser Lect Notes Artif Intell Lect Notes Bioinformatics). Berlin: Springer; 2010. p. 156–176.
- Laufer Y, Dar G, Kodesh E. Does a Wii-based exercise program enhance balance control of independently functioning older adults? A systematic review. Clin Interv Aging. 2014;9:1803–1813.
- Lai CH, Peng CW, Chen YL, et al. Effects of interactive video-game based system exercise on the balance of the elderly. Gait Posture. 2013;37:511–515.
- Mirelman A, Maidan I, Herman T, et al. Virtual reality for gait training: can it induce motor learning to enhance complex walking and reduce fall risk in patients with Parkinson’s disease? J Gerontol – Ser A Biol Sci Med Sci. 2011;66 A:234–240.
- Crotty M, Laver K, Quinn S, et al. Is use of the Nintendo Wii Fit in physiotherapy as effective as conventional physiotherapy training for hospitalised older adults? 2011 International Conference on Virtual Rehabilitation 2011. IEEE, 2011.
- Flynn S, Palma P, Bender A. Feasibility of using the Sony PlayStation 2 gaming platform for an individual poststroke: a case report. J Neurol Phys Ther [Internet]. 2007;31:180–189. Available from: http://www.ncbi.nlm.nih.gov/pubmed/18172415.
- Choi SD, Guo L, Kang D, et al. Exergame technology and interactive interventions for elderly fall prevention: a systematic literature review. Appl Ergon. 2016;65:570–581.
- Bleakley CM, Charles D, Porter-Armstrong A, et al. Gaming for health: a systematic review of the physical and cognitive effects of interactive video games in older adults. J Appl Gerontol [Internet]. 2015;34:NP166–NP189. Available from: http://journals.sagepub.com/doi/10.1177/0733464812470747.
- Ribeiro-Papa DC, Massetti T, Crocetta TB, et al. Motor learning through virtual reality in elderly – a systematic review. Med Express [Internet]. 2016;3: 1–7. Available from: http://www.gnresearch.org/doi/10.5935/MedicalExpress.2016.02.01.
- van Diest M, Lamoth CC, Stegenga J, et al. Exergaming for balance training of elderly: state of the art and future developments. J Neuroeng Rehabil [Internet]. 2013;10:101. Available from: http://jneuroengrehab.biomedcentral.com/articles/10.1186/1743-0003-10-101.
- Lelard T, Ahmaidi S. Effects of physical training on age-related balance and postural control. Neurophysiol Clin [Internet]. 2015;45:357–369. Available from: http://dx.doi.org/10.1016/j.neucli.2015.09.008.
- Buck M, Fink M. Nintendo Wii fall reduction effectiveness in the elderly and its ability to assess balance using center of pressure: a literature review. Orthop Phys Ther Pract [Internet]. 2012;24:148–153. Available from: http://search.ebscohost.com/login.aspx?direct=true&db=cin20&AN=108135242&site=ehost-live.
- Klompstra LV, Jaarsma T, Strömberg A, et al. Exergaming in older adults: a scoping review and implementation potential for patients with heart failure. Eur J Cardiovasc Nurs [Internet]. 2014;13:388–398. Available from: http://cnu.sagepub.com/content/13/5/388.
- Miller KJ, Adair BS, Pearce AJ, et al. Effectiveness and feasibility of virtual reality and gaming system use at home by older adults for enabling physical activity to improve health-related domains: a systematic review. Age Ageing. 2013;43:188–195.
- Pichierri G, Wolf P, Murer K, et al. Cognitive and cognitive-motor interventions affecting physical functioning: a systematic review. BMC Geriatr. 2011;11:29.
- Wiemeyer J, Kliem A. Serious games in prevention and rehabilitation-a new panacea for elderly people? Eur Rev Aging Phys Act. 2012;9:41–50.
- Zeng N, Pope Z, Lee JE, et al. A systematic review of active video games on rehabilitative outcomes among older patients. J Sport Health Sci. 2017;6:33–43.
- Lange BS, Requejo P, Flynn SM, et al. The potential of virtual reality and gaming to assist successful aging with disability. Phys Med Rehabil Clin N Am [Internet]. 2010;21:339–356. Available from: https://www.scopus.com/inward/record.uri?eid=2-s2.0-77952984650&doi=10.1016%2Fj.pmr.2009.12.007&partnerID=40&md5=707b14434fd6cfb87b6aa28816 4dbd87.
- Chao Y-Y, Scherer YK, Montgomery CA. Effects of using Nintendo WiiTM exergames in older adults: a review of the literature. J Aging Health [Internet]. 2015;27:379–402. Available from: http://jah.sagepub.com/content/27/3/379.
- Donath L, Rossler R, Faude O. Effects of virtual reality training (exergaming) compared to alternative exercise training and passive control on standing balance and functional mobility in healthy community-dwelling seniors: a meta-analytical review. Sports Med. 2016;46:1293–1309.
- Kinne BL, Finch TJ, Macken AM, et al. Using the Wii to improve balance in older adults: a systematic review. Phys Occup Ther Geriatr [Internet]. 2015;33:363–375. Available from: http://search.ebscohost.com/login.aspx?direct=true&db=psyh&AN=2016-08776-008&site=ehost-live&scope=site.
- Rodrigues EV, Valderramas SR, Rossetin LL, et al. Effects of video game training on the musculoskeletal function of older adults. Top Geriatr Rehabil [Internet]. 2014 [cited 2017 Apr 11];30:238. Available from: http://content.wkhealth.com/linkback/openurl?sid=WKPTLP:landingpage&an=00013614-201410000-00002.
- Itakussu EY, Valenciano PJ, Trelha CS, et al. Benefits of exercise training with Nintendo (r) Wii for healthy elderly population: literature review. Rev CEFAC [Internet]. 2015;17:936–944. Available from: http://widgets.ebscohost.com/prod/customerspecific/ns000290/authentication/index.php?url=http%3A%2F%2Fsearch.ebscohost.com%2Flogin.aspx%3Fdirect%3Dtrue%26AuthType%3Dip%2Ccookie% 2Cshib%2Cuid%26db%3Dedo%26AN%3D108396259%26lang%3Dpt-br%26site%3Deds-live%26sc.
- Larsen LH, Schou L, Lund HH, et al. The physical effect of exergames in healthy elderly—a systematic review. Games Health J [Internet]. 2013;2:205–212. Available from: http://online.liebertpub.com/doi/abs/10.1089/g4h.2013.0036.
- Molina KI, Ricci NA, de Moraes SA, et al. Virtual reality using games for improving physical functioning in older adults: a systematic review. J Neuroeng Rehabil [Internet]. 2014;11:156. Available from: http://www.pubmedcentral.nih.gov/articlerender.fcgi?artid=4247561&tool=pmcentrez&rendertype=abstract.
- Pietrzak E, Cotea C, Pullman S. Using commercial video games for falls prevention in older adults: the way for the future? J Geriatr Phys Ther [Internet]. 2014 [cited 2017 Apr 11];37:1–12. Available from: http://www.ncbi.nlm.nih.gov/pubmed/24406711.
- Harris DM, Rantalainen T, Muthalib M, et al. Exergaming as a viable therapeutic tool to improve static and dynamic balance among older adults and people with idiopathic Parkinson’s disease: a systematic review and meta-analysis. Front Aging Neurosci [Internet]. 2015;7:167. Available from: https://www.scopus.com/inward/record.uri?eid=2-s2.0-84946559671&doi=10.3389%2Ffnagi.2015.00167&partnerID=40&md5=012cc31babb41d881893da2945d8f177.
- Webster D, Celik O. Systematic review of Kinect applications in elderly care and stroke rehabilitation. J Neuroeng Rehabil [Internet]. 2014;11:108. Available from: http://www.jneuroengrehab.com/content/11/1/108.
- Studenski S, Perera S, Hile E, et al. Interactive video dance games for healthy older adults. J Nutr Health Aging . 2010;14:850–852.
- Rosenberg D, Depp CA, Vahia I V, et al. Exergames for subsyndromal depression in older adults: a pilot study of a novel intervention. Am J Geriatr Psychiatry [Internet]. 2010;18:221–226. Available from: http://www.pubmedcentral.nih.gov/articlerender.fcgi?artid=2827817&tool=pmcentrez&rendertype=abstract.
- Aromataris E, Fernandez R, Godfrey CM, et al. Summarizing systematic reviews: methodological development, conduct and reporting of an umbrella review approach. Int. J. Evidence-Based Healthc. Joanna Briggs Inst. Int J Evid Based Heal [Internet]. 2015;13:132–140. Available from: https://www.researchgate.net/profile/Edoardo_Aromataris/publication/281679723_Summarizing_systematic_reviews_Methodological_development_conduct_and_reporting_of_an_umbrella_review_approach/links/560c638808aea 68653d36867.pdf.
- Moseley AM, Herbert RD, Sherrington C, et al. Evidence for physiotherapy practice: a survey of the Physiotherapy Evidence Database (PEDro). Aust J Physiother [Internet]. 2002;48:43–49. Available from: http://dx.doi.org/10.1016/S0004-9514(14)60281-6.
- Dijkers M. Introducing GRADE : a systematic approach to rating evidence in systematic reviews and to guideline development. Cent Knowl Transl Disabil Rehabil Res. 2013;1:1–9.
- Glasgow R, Vogt T, Boles S. Evaluating the public health impact of health promotion interventions: the RE-AIM framework. Am J Public Health [Internet]. 1999;89:1322–1327. Available from: http://www.ncbi.nlm.nih.gov/pmc/articles/PMC1508772/.
- Whiting P, Rutjes AW, Reitsma JB, et al. The development of QUADAS: a tool for the quality assessment of studies of diagnostic accuracy included in systematic reviews. BMC Med Res Methodol [Internet]. 2003;3:25. Available from: citeulike-article-id:6064210%5Cn http://dx.doi.org/10.1186/1471-2288-3-25.
- Bossuyt PM, Reitsma JB, Bruns DE, et al. The STARD statement for reporting studies of diagnostic accuracy: explanation and elaboration. Clin Chem. 2003;49:7–18.
- Simel DL, Rennie D, Bossuyt PMM. The STARD statement for reporting diagnostic accuracy studies: application to the history and physical examination. J Gen Intern Med. 2008;23:768–774.
- WHO. The international classification of functioning, disability and health. World Health Organ. 2001;18:237.
- Michie S, West R, Campbell R, et al. ABC of behaviour change theories. 1st ed. Sutton, UK: Silverback Publication; 2014.
- Lewis JR. Usability: lessons learned … and yet to be learned. Int J Hum Comput Interact [Internet]. 2014;30:663–684. Available from: http://www.tandfonline.com.ezproxylocal.library.nova.edu/doi/abs/10.1080/10447318.2014.930311?src=recsys#.VbS2JflVhBc.
- BBC. BBC Future Media Standards and Guidelines – Accessible Games Standard v1.0 [Internet]. 2010. Available from: http://www.bbc.co.uk/guidelines/futuremedia/accessibility/games.shtml.
- Ellis, B., Ford-Williams, G., Graham, L., Grammenos, D., Hamilton, I., Lee, E., Manion, J., Westin T. Game accessibility guidelines [Internet]. 2012. Available from: http://gameaccessibilityguidelines.com/.
- GARv2-25. Game accessibility: recommendations. 2012.
- Beauchamp MR, Carron A V., McCutcheon S, et al. Older adults’ preferences for exercising alone versus in groups: considering contextual congruence. Ann Behav Med. 2007;33:200–206.
- Warburton DER, Nicol CW, Bredin SSD. Prescribing exercise as preventive therapy. CMAJ. 2006;174:961–974.
- Galesic M, Garcia-Retamero R. Do low-numeracy people avoid shared decision making? Health Psychol . 2011;30:336–341.
- Internet World Stats. The Digital Divide, ICT, and broadband Internet. 2017; Available from: http://www.internetworldstats.com/links10.htm.
- Mackert M, Mabry-Flynn A, Champlin S, et al. Health literacy and health information technology adoption: the potential for a new digital divide. J Med Internet Res. 2016;18:e264.
- de Grood C, Raissi A, Kwon Y, et al. Adoption of e-health technology by physicians: a scoping review. J Multidiscip Healthc. 2016;9:335–344.
- Rodrigues EV, Valderramas SR, Rossetin LL, et al. Effects of video game training on the musculoskeletal function of older adults – a systematic review and meta-analysis. Top Geriatr Rehabil [Internet]. 2014;30:238–245. Available from: http://content.wkhealth.com/linkback/openurl?sid=WKPTLP:landingpage&an=00013614-201410000-00002.
- Tahmosybayat R, Baker K, Godfrey A, et al. A systematic review and meta-analysis of outcome measures to assess postural control in older adults who undertake exergaming. Maturitas. 2017;98:35–45.