FEASIBILITY ANALYSIS OF HOME USE OF A VIRTUAL SERIOUS GAME FOR POSTURAL BALANCE REHABILITATION IN OLDER ADULTS
Aging; Postural Balance; Virtual Reality; Technology
Introduction: Aging is a worldwide, complex, dynamic phenomenon and result a direct impact on mobility and postural control. The imbalance has a multifactorial etiology and is the main cause of falls in older adults. In the rehabilitation of geriatric physiotherapy, the use of exergames has been gained emphasis for complement conventional interventions. Aging repercussions associated with the social isolation caused by the COVID-19 pandemic accentuated the physical and functional decline, and increased sedentary behavior of many older adults around the world, reflecting directly on reduction of physical activity practice and rehabilitation, generating an increase in functional decline and risk of falls. Thus, highlight the importance of investigate the effects of home use of a virtual serious game directed at postural balance training of older adults, as that is an innovative and motivating rehabilitation strategy, with potential to promote improvement of quality of life, functionality and reduced risk of falls in these individuals. Aim: This thesis aims to analyze the feasibility of home use of a virtual serious game for postural balance rehabilitation in older adults. Methods: This is a descriptive study that contemplates the integrated modalities: (1) Systematic review in order to analyze the evidence of the use of virtual reality in the home environment as rehabilitation tool of postural balance, mobility and functionality of older adults. Feasibility analysis of home use of a virtual serious game for postural balance rehabilitation in older adults, through the steps: (2) Qualitative assessment of home usability of a virtual serious game in order to identify the main barriers and facilitators during the game application; and (3) Investigation of postural balance level, mobility, functionality, quality of life, depressive symptoms, sedentary behavior, intrinsic motivation and usability of older adults who realized the home training with virtual serious game through the construct validity analysis. This study will be carried out exclusively in the home environment. 25 healthy older adults will be recruited in a non-probabilistically way and for convenience. The intervention will be applied with the VirtualTer serious game, which consists in an exergame developed for the postural balance rehabilitation of older adults. The game will be applied three times a week, for two weeks, for a total of six sessions with duration of 25 minutes. The barriers and facilitators assessment during the game application will be carried out in a qualitative way, with an exploratory and descriptive character. The researcher will fill out a daily form during the intervention application and record the system usability in face of factors related to the aspects: technological, game operationalization, adaptations, physical space, furniture, family factors, accessibility, external resources, factors related to social isolation and pandemic, intrinsic aspects of the older adults, and participation. For construct validity analysis the older adults will be assessed before and after game intervention using the instruments: gerontological assessment; Mini Mental State Examination; Berg Balance Scale; Short Physical Performance Battery; Timed Up and Go; International Physical Activity Questionnaire; Disability Assessment Schedule (WHODAS 2.0); World Organization Quality of Life - bref version; Geriatric Depression Scale; Intrinsic Motivation Inventory; and System Usability Scale. Expected results: Based on the results, it is expected to observe the operationalization dynamics of the virtual serious game through the screening of barriers and facilitators of its application, in addition to testing this technological tool in the home environment. The application of this game in the home environment will expand the understanding regarding the use of virtual reality in the home environment, enabling the use of innovative technology to add home rehabilitation of older adults.