Trial reportMedicine2020
Effects of Kinect exergames on balance training among community older adults: A randomized controlled trial.
Trial report in Medicine, 2020. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to trial NCT07089667 (The Effect of Virtual Reality Exergame on Physical Activity and Fitness in The Elderly), which is not on this map. Cited by 24 papers, 5 of them syntheses that pooled it.
What it found
Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.
The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
The trial behind it
Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
The Effect of Virtual Reality Exergame on Physical Activity and Fitness in The Elderly
Who cites it
24 citing papers in PubMed, 5 syntheses or guidelines pooled it, 62 citations in OpenAlex.
- A scoping review of the feasibility, usability, and efficacy of digital interventions in older adults concerning physical activity and/or exercise.Frontiers in aging · 2025Pooled it
- Is Virtual Reality Training More Effective Than Traditional Physical Training on Balance and Functional Mobility in Healthy Older Adults? A Systematic Review and Meta-Analysis.Frontiers in human neuroscience · 2022Pooled it
- The role of motivation factors in exergame interventions for fall prevention in older adults: A systematic review and meta-analysis.Frontiers in neurology · 2022Pooled it
- Comparison between the effects of exergame intervention and traditional physical training on improving balance and fall prevention in healthy older adults: a systematic review and meta-analysis.Journal of neuroengineering and rehabilitation · 2021Pooled it
- Efficacy of Virtual Reality and Exergaming in Improving Balance in Patients With Multiple Sclerosis: A Systematic Review and Meta-Analysis.Frontiers in neurology · 2021Pooled it
- An Exploratory Study on Virtual Reality Technology for Fall Prevention in Older Adults with Mild Cognitive Impairment.Sensors (Basel, Switzerland) · 2025Trial
- Feasibility, safety, and effects of a Nintendo Ring Fit Adventure™ balance and strengthening exercise program in community-dwelling older adults with a history of falls: A feasibility randomized controlled trial.Geriatrics & gerontology international · 2024Trial
- Wii or Kinect? A Pilot Study of the Exergame Effects on Older Adults' Physical Fitness and Psychological Perception.International journal of environmental research and public health · 2021Trial
- Effect of virtual reality exercises on balance and fall in elderly people with fall risk: a randomized controlled trial.BMC geriatrics · 2021Trial
- Beneficial Effects of Interactive Physical-Cognitive Game-Based Training on Fall Risk and Cognitive Performance of Older Adults.International journal of environmental research and public health · 2020Trial
- Effects of a Personalized Augmented Reality Exercise Program Based on Basic Fitness on Key Components of Physical Fitness in Healthy Adults: A Randomized Controlled Trial.Bioengineering (Basel, Switzerland) · 2025Article
- Physical and Physiological Characterization of Custom-Made Virtual Reality Exergames: A Pilot Study.Sports (Basel, Switzerland) · 2025Article
- PilOT-Measure: a mobile 3D depth sensing application to support accurate and efficient clinician-led home-based falls risk assessments.BMC medical informatics and decision making · 2025Article
- Glaucoma rehabilitation with action video games and exercise: study protocol of an active-controlled trial (GRADE).BMJ open · 2025Article
- Development and validation of machine learning models for classifying cancer-related sarcopenia using Kinect-based mixed-reality exercises in breast cancer survivors.Translational cancer research · 2025Article
- Effectiveness of Virtual Reality Therapy on Balance and Gait in the Elderly: A Systematic Review.Healthcare (Basel, Switzerland) · 2024Review
- Effects of active exergames on physical performance in older people: an overview of systematic reviews and meta-analysis.Frontiers in public health · 2024Article
- Examining technology-assisted rehabilitation for older adults' functional mobility: a network meta-analysis on efficacy and acceptability.NPJ digital medicine · 2023Review
- Exergames in Older Adult Community Centers and Nursing Homes to Improve Balance and Minimize the Risk of Falls in Older Adults: A Systematic Review and Meta-Analysis.Healthcare (Basel, Switzerland) · 2023Review
- Home-Based Exergame Program to Improve Physical Function, Fall Efficacy, Depression and Quality of Life in Community-Dwelling Older Adults: A Randomized Controlled Trial.Healthcare (Basel, Switzerland) · 2023Article
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
5 authors at 3 institutions in 2 countries.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundRecent years have witnessed wide applications of exergames to balance training among the older adults. However, research concerning balance training with the use of Kinect for Xbox has remained scarce. While previous studies have shown the positive effects of exergames on improving balance and preventing falling among the older adults, there has been a paucity of empirical evidence supporting the superiority of Kinect exercise to conventional exercise over balance training among the older adults. Therefore, this study aimed to compare the feasibility, safety, and effectiveness of Kinect exercise against conventional exercise over balance training among the community older adults.
methodA total of 20 participants were randomly assigned to the Kinect Exercise Group (N = 10) or the Conventional Exercise Group (N = 10) for a 5-week balance training (45 minutes a time, 2 times a week). Assessor blinding was employed to assess the participants' performance before and after the treatment, including 30-Second Chair Stand Test (30-sec CST), Timed Up and Go (TUG), Functional Reach Test (FRT), and One-Leg Stance Test (OLST) respectively with eyes open and closed. Subjective feeling of the intensity of pain and side effects were recorded throughout the investigation period. Nonparametric statistics was used for data analysis.
resultsWithin-group comparison between the pre-test and post-test indicated that significant differences existed in all of the 5 tests (30-sec CST, TUG, FRT, OLST with eyes open, and OLST with eyes closed) in the Kinect exercise group. To the Conventional exercise group, however, significant differences were only observed in 30-sec CST, FRT and OLST with eyes open. With regard to between-group comparison, significant differences were only found in FRT.
conclusionSuch results indicated that both treatments were helpful in improving the participants' balance performance, that Kinect exercise was more effective in terms of overall balance ability, and that Kinect exercise was particularly beneficial to functional reach enhancement in comparison with traditional exercise. Kinect exercise could be a feasible, safe, and effective alternative for dynamic balance training among older adults.
Indexed as
Identifiers
What OpenQuestion holds
Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.