Home-Based Exergame Program for Community-Dwelling Older Adults

NACompletedINTERVENTIONAL
Enrollment

60

Participants

Timeline

Start Date

November 1, 2022

Primary Completion Date

November 7, 2022

Study Completion Date

January 13, 2023

Conditions
ExergamingFrail Elderly
Interventions
BEHAVIORAL

Home-based exergame program

The home-based exergame program was conducted using the Nintendo Switch and Ring Fit Adventure program at participants' homes. The program included a 10-minute warm-up, 30 minutes of main exercise, and a 10-minute cool-down, lasting a total of 50 minutes per session. Sessions were held three times per week for eight weeks. The exercises targeted lower extremity strength, balance, and flexibility and included yoga, leg exercises (e.g., squats, knee lifts), and other activities performed in a gamified virtual environment. Participants received guidance on using the console, and family members were involved to support proper execution of the exercises.

BEHAVIORAL

Online education on fall prevention and musculoskeletal health management

The online education intervention consisted of weekly sessions conducted for 50 minutes over an eight-week period, focusing on fall prevention and musculoskeletal health management. Participants joined the sessions via a video-conference platform. The content covered education on aging, musculoskeletal disorders, fall prevention strategies, and understanding falls and fractures. These sessions aimed to enhance participants' awareness and knowledge, thereby helping them adopt preventive behaviors.

Trial Locations (1)

26495

Kyungdong University, Wŏnju

All Listed Sponsors
lead

Kyungdong University

OTHER