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Effects of games-based biofeedback training on the attentional demands of balance tasks in older adults

dc.contributor.authorHeiden, Eric
dc.date.accessioned2013-11-07T19:02:09Z
dc.date.available2013-11-07T19:02:09Z
dc.date.created2008
dc.date.issued2008
dc.degree.levelMasters
dc.degree.nameM.Sc.
dc.description.abstractThe objectives of this study were to determine whether games-based computerized biofeedback training using the NeuroGym system reduces the attention demands of balance tasks in active community-dwelling older adults. Specifically, this study examined whether postural sway, reaction time, functional balance, and composite fitness changed following the training. Sixteen community-dwelling adults over the age of 65 who were experienced chair exercise participants were assigned to either a training group (n=9) or a control group (n=7). Participants in the training group followed an 8-week training program (2 x 30 minute sessions each week) consisting of five separate exercise routines using the NeuroGym system. The training routines required participants to play a computerized tennis game by shifting their body weight. Postural sway, reaction time, functional balance, and composite fitness were evaluated prior to training, after completion of the training and following a two week retention period.
dc.format.extent61 p.
dc.identifier.citationSource: Masters Abstracts International, Volume: 47-04, page: 2179.
dc.identifier.urihttp://hdl.handle.net/10393/27636
dc.identifier.urihttp://dx.doi.org/10.20381/ruor-18811
dc.language.isoen
dc.publisherUniversity of Ottawa (Canada)
dc.subject.classificationGerontology.
dc.subject.classificationHealth Sciences, Recreation.
dc.titleEffects of games-based biofeedback training on the attentional demands of balance tasks in older adults
dc.typeThesis

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