SynthesisPloS one2024
A systematic review of exergame usability as home-based balance training tool for older adults usability of exergames as home-based balance training.
Synthesis in PloS one, 2024. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 9 papers, 1 of them a synthesis 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
9 citing papers in PubMed, 1 synthesis or guideline pooled it.
- Exergaming Interventions for Preventing Falls and Injurious Falls in Older People: Systematic Review and Meta-Analysis of Randomized Controlled Trials.JMIR aging · 2026Pooled it
- Balance Wood, a Bilateral Ankle-Controlled Serious Game for Healthy Adults: 2-Stage Cross-Sectional Development and Usability Study.JMIR serious games · 2026Article
- Balance and Mobility Impairment in Older Adults with Cardiovascular Disease Before and After Rehabilitation: A Narrative Review.Journal of clinical medicine · 2026Review
- Active Video Gaming Intervention in Adults With Mobility Impairments: Concurrent Mixed Methods Single-Arm Pilot Study.JMIR serious games · 2026Article
- Mapping Research on Virtual Reality for Balance, Coordination, and Motor Rehabilitation: A Bibliometric Analysis with Topic Modeling.Healthcare (Basel, Switzerland) · 2026Review
- Gamification, Exergames, and Digital Games in Older Adults Aged 75 and Over: Evidence on Well-Being, Quality of Life, and Social Engagement-A Scoping Review.Healthcare (Basel, Switzerland) · 2026Review
- A Novel Gamified Exercise Program Incorporating Stampede Training for Enhancing Functional Fitness, Physical Activity Levels, and Quality of Life in Community-Dwelling Older Adults: Randomized Parallel Exploratory Trial.JMIR serious games · 2025Article
- Effectiveness of Exergames on Functional Physical Performance in Older Adults with Knee/Hip Osteoarthritis: A Randomized Controlled Trial.Journal of clinical medicine · 2025Article
- The impact of muscle mass, strength, and physical functioning on postural balance in older adults with sarcopenia.Clinics (Sao Paulo, Brazil)Observational
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
6 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundExergames are a fun, viable, attractive, and safe way to engage in physical exercise for most patient populations, including older adults. Their use in the home environment enables an expanded understanding about its applicability and its impact on clinical outcomes that can contribute to improved functionality and quality of life in this population. This systematic review aimed to synthesize the evidence on the usability of exergames as a tool for home-based balance training in older adults.
methodsThe search was realized in 6 electronic databases and were included 1) randomized controlled trials with exergames home-based training as intervention, 2) studies involving older adults (aged 60 years or older) described as having impaired static or dynamic balance, 3) that compared the effects of exergames to usual care, health education or no intervention, and 4) reported usability and balance outcomes. The Cochrane Risk of Bias tool for randomized trials version 2 and the Grading of Recommendations Assessment, Development, and Evaluation were used to evaluate the methodological quality of studies and levels of evidence for outcomes.
resultsAfter screening 1107 records, we identified 4 trials were included. The usability score of exergames was classified as an acceptable, good, and feasible tool. The pooled effect indicated improvements in favor of the exergame group for functional balance by TUG test (MD = -5.90; 95%CI = -10.29 to -1.51) with low-certainty evidence and Tinetti scale (MD = 4.80; 95%CI = 3.36 to 6.24) with very low-certainty evidence. Analyzing the different immersion level, it was observed a significant difference in the experimental group for the immersive exergames (MD = -9.14; 95%CI = -15.51 to -2.77) with very low-certainty evidence.
conclusionExergames applied at home showed good usability and had significant effects on functional balance compared to usual care or no intervention, especially in the immersive modality.
trial registrationPROSPERO registration number: CRD42022343290.
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.