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KMID : 1024720180080010022
Geriatric Rehabilitation
2018 Volume.8 No. 1 p.22 ~ p.33
The Effect of Information Technology Convergence Gamification Training in Community-dwelling Older People: A Pilot Randomized Controlled Trial Study
Cha Eun-Gyeom

Lee Eun-Lee
Yang Ja-Gyeong
Jung Gyu-Jin
Ko Myoung-Hwan
Shin Myung-Jun
Abstract
Objective: For the elderly, reduction of motor function is natural phenomena, but requires a variety of concerns about how to slow down the rate of decline. Therefore, it is necessary to expand exercise facilities or welfare facilities for the elderly, but the reality is suffering from space, cost problem and compliance. In the case of elderly people, the social exercise and the medical exercise therapy should be distinguished, but the boundary is usually ambiguous. Furthermore, exercise for the elderly should be provided as a public service, but this is also difficult. So, in this study, we tried to approach exercise therapy for improvement of elderly physical function such as walking, balance and flexibility etc. through gamification exercise equipment [Balpro 110, Model No.(SBT 110), Men&Tel, Korea].

Methods: The elderly over 65 years of age were trained for 8 weeks (30 minutes/3 times/week) and functional ability was evaluated after 4 weeks of rest. There were both functional improvement in Group 1 (10 patients) using conventional exercise and Group 2 (10 patients) using Balpro 110.

Results: In group 1, after 8 weeks of training and 4 weeks of rest, strength of lower extremities and percent body fat(PBF) and skeletal muscle index(SMI) were improved. In group 2, strength, mobility, walking abilities, flexibility, PBF and SMI were significantly improved.

Conclusions: The results of this study suggest information technology convergence gamification device will be a supplementary tool for the exercise of next generation elderly population and at the same time provide an opportunity to think about the future direction.
KEYWORD
Elderly, Aged, Exercise, Video game
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