ArticleCyborg and bionic systems (Washington, D.C.)2021
Application of Interactive Video Games as Rehabilitation Tools to Improve Postural Control and Risk of Falls in Prefrail Older Adults.
Article in Cyborg and bionic systems (Washington, D.C.), 2021. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 6 papers, 2 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.
Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.
Who cites it
6 citing papers in PubMed, 2 syntheses or guidelines pooled it, 13 citations in OpenAlex.
- Effectiveness of Interactive Remote Rehabilitation After Total Knee Arthroplasty: Systematic Review and Meta-Analysis of Randomized Controlled Trials.Journal of medical Internet research · 2026Pooled it
- The application potential of virtual reality technology in managing elderly frailty: a meta-analysis.Scientific reports · 2026Pooled it
- Neuromechanical Predictors of Clinical Scores of Balance and Functional Mobility in Chronic Stroke Survivors - A Machine Learning Approach.medRxiv : the preprint server for health sciences · 2025Article
- Interactive Game-Based Platform System for Assessing and Improving Posture Control in the Elderly.Bioengineering (Basel, Switzerland) · 2023Article
- Cross-Frequency Coupling and Intelligent Neuromodulation.Cyborg and bionic systems (Washington, D.C.) · 2023Review
- Frequency Nesting Interactions in the Subthalamic Nucleus Correlate With the Step Phases for Parkinson's Disease.Frontiers in physiology · 2022Article
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
3 authors at 1 institution in 2 countries.
Funding
No grant is acknowledged in the PubMed record.
Abstract
The purpose of this study was to examine whether interactive video game (IVG) training is an effective way to improve postural control outcomes and decrease the risk of falls. A convenience sample of 12 prefrail older adults were recruited and divided into two groups: intervention group performed IVG training for 40 minutes, twice per week, for a total of 16 sessions. The control group received no intervention and continued their usual activity. Outcome measures were centre of pressure (COP), mean velocity, sway area, and sway path. Secondary outcomes were Berg Balance Scale, Timed Up and Go (TUG), Falls Efficacy Scale International (FES-I), and Activities-Specific Balance Confidence (ABC). Assessment was conducted with preintervention (week zero) and postintervention (week eight). The intervention group showed significant improvement in mean velocity, sway area, Berg Balance Scale, and TUG (
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.