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Home Fascicolo n.6/2021 Bibliografia
Bibliografia

Prevenzione delle cadute nell’anziano:
exergame, realtà virtuale e biofeedback visivo

pubblicato nel Novembre - Dicembre 2021 ne Il Fisioterapista - fascicolo n.6

Bibliografia

  1. Granacher U, Muehlbauer T, Gollhofer A, et al. An intergenerational approach in the promotion of balance and strength for fall prevention-a mini-review. Gerontology. 2011;57(4):304-15.
  2. Rubenstein L, Josephson K. The epidemiology of falls and syncope. Clin Geriatr Med. 2002;18(2):141-58.
  3. Bialoszewski D, Slupik A, Lewczuk E, et al. Incidence of falls and their effect on mobility of individuals over 65 years of age relative to their place of residence. Ortop Traumatol Rehabil. 2008;10(5):441-8.
  4. Zijlstra GA, van Haastregt JC, van Eijk JT, et al. Prevalence and correlates of fear of falling, and associated avoidance of activity in the general population of community-living older people. Age Ageing. 2007;36(3):304-9.
  5. McPhee JS, French DP, Jackson D, et al. Physical activity in older age: perspectives for healthy ageing and frailty. Biogerontology. 2016;17(3):567-80.
  6. Holden MK. Virtual environments for motor rehabilitation: review. Cyberpsychol Behav. 2005;8(3):187-207.
  7. Kelly KD, Pickett W, Yiannakoulias N, et al. Medication use and falls in community-dwelling older persons. Age Ageing. 2003;32(5):503-9.
  8. Vernadakis N, Papastergiou M, Zeteu E, Antoniou P. The impact of an exergame based intervention on children’s fundamental motor skills. Computers & Education. 2015;83:90-102.
  9. Hammond J, Jones V, Hill EL, Green D, Male I. An investigation of the impact of regular use of the Wii Fit to improve motor and psychosocial outcomes in children with movement dificulties: a pilot stud. Child Care Health Dev. 2014;40:165-75.
  10. Papastergiou M. Exploring the potencial of computer and video game for health and physical education: A literature review. Computers & Education. 2009;53:603-22.
  11. Park T, Lee U, MacKenzie IS, Moon M, Hwang I, Song J. Human factors in computing system (CHI ‘14). Association for computing machinery, New York. 2014;1865-74.
  12. Holden MK. Virtual environments for motor rehabilitation: review. Cyberpsychol Behav. 2005;8(3):187-207.
  13. Rizzo AA. Virtual reality and disability: emergence and challenge. Disabil Rehabil. 2002;4:567-9.
  14. Rizzo AA, Kim GJ. A SWOT analysis of the field of virtual reality rehabilitation and therapy. Presence Teleoper Virtual Environ. 2005;14(2):1190146.
  15. Sveistrup H. Motor rehabilitation using virtual reality. J Neuroeng Rehabil. 2004;1(10):1-8.
  16. Marin L. Attività motoria adattata, dalla teoria alla pratica. Test e programmi di allenamento. Ferriera di Torgiano (PG): Calzetti & Mariucci editori, 2021.
  17. Richards JT, Selgrade BP, Qiao M, et al. Time-dependent tuning of balance control and after effects following optical flow perturbation training in older adults. J Neuroeng Rehabil. 2019;16(1):81.
  18. Parijat P, Lockhart TE, Liu J. Effects of perturbation-based slip training using a virtual reality environment on slip-induced falls. Ann Biomed Eng. 2015;43(4):958-67.
  19. 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;8:257-63.
  20. Mirelman A, Rochester L, Maidan I, et al. Addition of a non-immersive virtual reality component to treadmill training to reduce fall risk in older adults (V-TIME): a randomised controlled trial. Lancet. 2016;388(10050):1170-82.
  21. Franz JR, Francis CA, Allen MS, O’Connor SM, Thelen DG. Advanced age brings a greater reliance on visual feedback to maintain balance during walking. Hum Mov Sci. 2015;40:381-92.
  22. Fu AS, Gao KL, Tung AK, Tsang WW, Kwan MM. Effectiveness of exergaming training in reducing risk and incidence of falls in frail older adults with a history of falls. Arch Phys Med Rehabil. 2015;96(12):2096-102.
  23. Eggenberger P, Schumacher V, Angst M, Theill N, de Bruin ED. Does multicomponent physical exercise with simultaneous cognitive training boost cognitive performance in older adults? A 6-month randomized controlled trial with a 1-year follow-up. Clin Interv Aging. 2015;10:1335-49.
  24. Park J, Yim J. A New approach to improve cognition, muscle strength, and postural balance in community-dwelling elderly with a 3-D virtual reality kayak program. Tohoku J ExpMed. 2016;238(1):1-8.
  25. Bacha JMR, Gomes GCV, de Freitas TB, et al. Effects of kinect adventures games versus conventional physical therapy on postural control in elderly people: a randomized controlled trial. Games Health J. 2018;7(1):24-36.