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PLOS One logoLink to PLOS One
. 2024 Aug 22;19(8):e0306816. doi: 10.1371/journal.pone.0306816

A systematic review of exergame usability as home-based balance training tool for older adults usability of exergames as home-based balance training

Candice Simões Pimenta de Medeiros 1,*, Luanna Bárbara Araújo Farias 1, Maria Clara do Lago Santana 1, Thaiana Barbosa Ferreira Pacheco 1, Rummenigge Rudson Dantas 2, Fabrícia Azevedo da Costa Cavalcanti 1
Editor: Esedullah Akaras3
PMCID: PMC11340971  PMID: 39172915

Abstract

Background

Exergames are a fun, viable, attractive, and safe way to engage in physical exercise for most patient populations, including older adults. Their use in the home environment enables an expanded understanding about its applicability and its impact on clinical outcomes that can contribute to improved functionality and quality of life in this population. This systematic review aimed to synthesize the evidence on the usability of exergames as a tool for home-based balance training in older adults.

Methods

The search was realized in 6 electronic databases and were included 1) randomized controlled trials with exergames home-based training as intervention, 2) studies involving older adults (aged 60 years or older) described as having impaired static or dynamic balance, 3) that compared the effects of exergames to usual care, health education or no intervention, and 4) reported usability and balance outcomes. The Cochrane Risk of Bias tool for randomized trials version 2 and the Grading of Recommendations Assessment, Development, and Evaluation were used to evaluate the methodological quality of studies and levels of evidence for outcomes.

Results

After screening 1107 records, we identified 4 trials were included. The usability score of exergames was classified as an acceptable, good, and feasible tool. The pooled effect indicated improvements in favor of the exergame group for functional balance by TUG test (MD = -5.90; 95%CI = -10.29 to -1.51) with low-certainty evidence and Tinetti scale (MD = 4.80; 95%CI = 3.36 to 6.24) with very low-certainty evidence. Analyzing the different immersion level, it was observed a significant difference in the experimental group for the immersive exergames (MD = -9.14; 95%CI = -15.51 to -2.77) with very low-certainty evidence.

Conclusion

Exergames applied at home showed good usability and had significant effects on functional balance compared to usual care or no intervention, especially in the immersive modality.

Trial registration

PROSPERO registration number: CRD42022343290.

Introduction

The aging process is universal and has a significant impact on motor skills due to the progressive deterioration of sensory, cognitive, and motor functions, which affects balance, functionality, and mobility [1, 2]. Deficits in postural control have serious consequences for physical functioning, in addition to being significant predictors of falls in older adults [3, 4]. Postural control involves a complex and dynamic skill resulting from the interaction of sensory, perceptual, and motor processes, promoting postural orientation and balance [5, 6]. Functional balance represents the older adults’ ability to maintain stability and balance during daily activities, both statically or dynamically, impacting their independence and quality of life [7, 8].

An effective method for enhancing gait and balance is through the utilization of virtual reality (VR)-based exercises, commonly referred to as exergames. Some studies have reported that exergames are a fun, viable, attractive, and safe way to engage in physical exercise in diverse populations [911], including older adults and in the context of fall prevention [12, 13]. Exergames enable the practice of physical exercise through interactions with motion sensors in a virtual environment [9], leading to increased levels of physical activity, fun, interaction, and motivation of players [14]. Adcock et al. [15] have elucidated that exergame training can be performed in various environments, including at home. Moreover, recent research has shown that home-based exergame training is widely accepted among older adults [1518]. The home environment, with its comfort, security, and privacy, is where people express their personal identity and autonomy, impacting the physical activity levels of older adults [19, 20]. Thus, home-based exercise is vital for reducing fall risk, boosting aerobic fitness, and combatting sedentary behavior, thereby improving functional capacity and autonomy.

The International Organization for Standardization (ISO) 9241–11 defines usability based on measures of efficiency (resources required for effectiveness), effectiveness (accuracy and completeness), and satisfaction (comfort and acceptability) of a user when interacting with a tool in a specific context or environment [21, 22]. Understanding the usability of exergames in the home environment enables an expanded understanding of the applicability, dosage, game characteristics, and modalities of this therapeutic tool; as well as its impact on clinical outcomes that can contribute to improved functionality and quality of life in this population, reducing the risk of falls. Some studies highlight the need for more robust recommendations for the use of virtual reality at home, in residential facilities, and in long-term care institutions [2325].

Considering the rapid growth of the older adult population and the high risk of fall episodes, improving the health status and independence of these individuals is extremely important [15], as well as expanding the understanding of the potential benefits of exergames in the home environment for this population. No study in the literature has addressed the usability of exergame systems applied in the home context of older adults as a tool for balance training, considering the intervention characteristics and its direct impact on balance, mobility, quality of life, and adverse effects. Thus, this systematic review aimed to synthesize the evidence on the usability of exergames as a tool for home-based balance training in older adults.

Materials and methods

This systematic review was registered on the PROSPERO database (CRD42022343290) and followed in accordance with Preferred Reporting Items for Systematic Reviews and Meta-Analysis (PRISMA) guidelines [26]. The systematic review protocol has been published and provides a full outline of the methods [27]. A summary of the methods is reported in this paper.

Data sources

A database search was conducted from inception to December 2022 of MEDLINE (Pubmed), Web of Science, Embase (Elsevier), Scopus (Elsevier), ScienceDirect, and the Cochrane Central Register of Controlled Trials (CENTRAL). We will also conduct a search on ClinicalTrials.gov, the WHO International Clinical Trials Registry Platform (ICTRP), and ReBEC for ongoing or unpublished trials.

Eligibility criteria

Studies included in this systematic review met the following criteria: (1) Randomized controlled trials (RCTs); (2) Studies that compare home-based balance training realized using exergames in older adults with health education interventions, usual care, or no intervention; (3) Studies on older adults (aged 60 years or older), who are described as having impaired static or dynamic balance using any subjective or objective assessment criteria (e.g. Berg Balance Scale, Timed Up and Go, Tinetti scale, force plate center of pressure, among others); (5) Studies conducted on older adults without associated neurological, orthopedic, cardiac, or rheumatic pathologies.

The home-based environment was characterized as: the home of the older adult, and housing environments such as senior citizens’ clubs, elderly homes or retirement homes, residential care facilities, assisted living communities, and independent living centers will be considered. As these definitions might have different meanings for different individuals and places, we established that the older adults included in the study should exhibit functional independence and autonomy. Therefore, institutionalized, hospitalized, and nursing-home older adults, identified by the presence of significant functional dependence and/or bed restriction, were excluded from this study [27].

Outcomes measures

The primary outcomes were postural balance and usability. This may include assessments with: (1) postural balance using instruments that analyze functional balance (the Berg Balance Scale, Timed Up and Go, functional reach test, force platform measures, Tinetti test, balance master system, among others)–these outcomes measure many different resources for postural control–and (2) usability, (e.g. system usability scale or any kind of questionnaire, scale, or report that describes the level of usability and adherence to exergame therapies). The secondary outcomes were safety (self-reported impression), mobility, quality of life, motivation, falls, and adverse events.

Study selection

The screening for eligible studies was conducted independently by two reviewers (CSPM and LBAF). An electronic screening form was used, and screening occurred in stages: first, titles were screened, followed by abstracts and finally full-text articles were screened. Conflicts were resolved by consensus from CSPM, LBAF and MCLS. The studies were imported, managed, and filtered using the RAYYAN online database (RAYYAN Intelligent Systematic Review tool) [28].

Data extraction

Data extraction was completed by two authors independently (CSPM and TBFP), and conflicts were resolved by a third author (MCLS). A data extraction form was developed to collect study characteristics and outcome data through discussions among all authors, and according to the PRISMA statement [26, 29]. When data were missing, study authors were contacted by email to provide further information.

The extracted data were transferred by one reviewer (TBFP) to the Review Manager 5.4.1 (RevMan) [30], recording the study characteristics: (1) Study information: year, author information, funding or sponsorship information, study type, journal name, study duration, study location, population, intervention, control, and outcome (PICO elements); (2) Methods: the study design, study setting, sample, randomization method, participant recruitment methods, allocation method, inclusion and exclusion criteria, and risk of bias; (3) Participant detail: descriptive characteristics including age, gender, race, and comorbidities; (4) Intervention: intervention type, exergame characteristics, immersion level, and game information; (5) Outcomes: outcomes specified and collected, primary and secondary outcomes and adverse events. Primary and secondary outcome data were extracted before intervention and post intervention time points.

Assessment of risk of bias

The version 2 of the Cochrane Risk of Bias tool for randomized trials (RoB 2) was used to assess the risk of bias [31, 32]. The risk of bias was undertaken by two independent reviewers (CSPM and RRD) with conflicts resolved by a third reviewer (FACC). The risk of bias was classified as “high” or “low”, or be labeled “some concerns” based on randomization process, deviations from intended interventions, missing outcome data, measurement of the outcome, and selection of the reported result [31, 32].

Assessment of quality of evidence

The quality of evidence was assessed by two review authors (TBFP and FACC) using The Grading of Recommendations, Assessment, Development, and Evaluation (GRADE) [33]. The GRADE approach uses five domains–risk of bias, consistency of effect, imprecision, indirectness, and publication bias–, and four levels of certainty: high, moderate, low, and very low.

Statistical analysis

We presented a narrative summary of the study results. The meta-analysis was conducted with Review Manager version 5.4 (Cochrane Collaboration, Oxford, UK) [30]. The Cochran Chi2 test and I2 statistic were used to assess the degree of heterogeneity. With p < 0.05 for the Chi2 test and benchmarks for interpreting I2: (1) unimportant: 0–40%; (2) moderate: 30–60%; (3) substantial: 50–90%; and (4) considerable: 75–100% [27, 32]. We used a random effects model for primary outcome. All outcomes were continuous, and the results were presented as mean difference and 95% confidence intervals. Sensitivity and subgroup analyses were conducted to explore the sources of heterogeneity. Sensitivity analysis was conducted to observe changes by removing a single study.

Results

Flow of studies included in this review

The initial search of the databases resulted in 1107 studies (Fig 1). After removing duplicate papers, 622 studies were screened to analysis of title and abstract. 594 of the studies did not meet the inclusion criteria, and all of 28 articles to read in the full texts were in English. The analysis of the complete texts led to the exclusion of an additional 24 studies that did not meet the inclusion criteria: 8 were RCT protocols or other type of study; 6 did not assess the usability or balance; 4 were interventions realized in hospitals or clinics; 3 had an active control group or were study of multiple interventions; 2 had the study population aged less than 60 years; and 1 did not realize intervention with exergame. Hence, we incorporated the remaining 4 studies into the systematic review.

Fig 1. Preferred reporting items for Systematic Reviews and Meta-Analyses flow of studies through the review.

Fig 1

Characteristics of participants and interventions

Studies included samples ranging from 12 to 136 participants, with a total of 202 older adults. Both males and females were included in the studies, all had a higher percentage of female participants [3436]. One study included only female participants [37]. The exergame groups had a mean age of 83.93 ± 6 years, while the control groups (receiving usual care or no intervention) had an average age of 83.81 ± 5.8 years. Two studies were executed in a senior center [34, 37], one was in the home of the older adult [36], and one study was conducted in a senior living community [35].

Publication dates ranged from 2014 to 2022. Studies were conducted in five different countries: a single study was conducted in the USA [35]; two studies were conducted in Spain [34, 37], and one study was conducted across three countries: Germany, Spain and Australia [36].

Regarding the immersion level, two studies [35, 36] were conducted with semi-immersive virtual reality and two were immersive virtual reality (IVR) [34, 37]. Two studies used a HTC VIVE ProTM Virtual Reality Headset an IVR device through the commercial game Box VR [34, 37], one study used the Microsoft Kinect to perform a serious game, the iStoppFall system, with the Bumble Bee Park, Hills & Skills, and Balance Bistro games [36]; and one study performed an interactive game-based virtual interface with wearable inertial sensors whose player is challenged to cross virtual obstacles appearing on the screen [35].

Interventions were carried out for 4 weeks [35], 10 weeks [34, 37] and 16 weeks [36]. The frequency of 3 times a week was observed in three studies [34, 36, 37] and one study [35] performed twice a week. Regarding training instructions, assistance, and supervision, in the study by Campo-Prieto, Cancela-Carral, and Rodríguez-Fuentes [34], the IVR equipment was installed three weeks prior to the intervention, users received training and instructions on handling, and the sessions were supervised. Campo-Prieto et al. [37] organized a meeting to facilitate an introduction to the IVR, providing instructions, explanations, and tranining practice on handling. In the study by Gschwind et al. [36], a trained research staff installed the iStoppFalls system in the homes of older adults. Participants were instructed on correct and safe system use, phone support was available throughout intervention, and additional home visits were offered if required. Schwenk et al. [35] reported that the equipment was installed by the researchers, the balance tasks were explained to the participants during the first session, and the sessions were supervised.

The cumulative exergame exposure duration, calculated as the product of the number of sessions and the duration of each session, varied between 180 minutes [34, 37] and 2880 minutes [36], with an average duration of 270 minutes. In one study, the control group had no intervention [35] and in three studies, the control groups received usual care [34, 36, 37]. Details of study characteristics are summarized in Table 1.

Table 1. Summary of the characteristics of the included studies.

Study author; Country Study characteristics Intervention Control Dosage: duration; session length; frequency; volume of therapy Outcomes measure
Campo-Prieto, Cancela-Carral and Rodríguez-Fuentes [34]; Spain Sample: n = 24 participants (IVR group = 13; control group = 11)
Mean age: IVR group = 85.05 ± 8.45; control group = 84.82 ± 8.1
Gender: IVR group = 84.61% female; control group = 90.90% female
Immersive Virtual Reality using HTC VIVE ProTM commercial entertainment device using a Box VR game (commercial game) Usual Care 10 weeks; 6 minutes; 3x week; 180 minutes Tinetti test
Timed Up and Go test
Five times sit-to-stand test
Handgrip strength
12-Item Short Form Survey
Simulator Sickness Questionnaire
System Usability Scale
Game Experience Questionnaire
Satisfaction questionnaire
Campo-Prieto et. [37]; Spain Sample: n = 12 participants (IVR group = 6; control group = 6)
Mean age: IVR group = 91.67 ± 1.63; control group = 90.83 ± 2.64
Gender: IVR group and control group = 100% female
Immersive Virtual Reality using HTC VIVE ProTM commercial entertainment device using a Box VR game (commercial game) Usual Care 10 weeks; 6 minutes; 3x week; 180 minutes Tinetti test
Timed Up and Go test
Simulator Sickness Questionnaire
System Usability Scale
Gschwind et al. [36]; Germany, Spain and Australia Sample: n = 136 participants (VR group = 71; control group = 65)
Mean age: VR group = 74.7 ± 6.7; control group = 74.7 ± 6
Gender: VR group = 55.8% female; control group = 66.7% female
iStoppFalls program using Microsoft Kinet with Bumble Bee Park, Hills & Skills, and Balance Bistro games (serious games) Usual Care 16 weeks; 60 minutes; 3x week; 2880 minutes Physiological Profile Assessment
European Quality of Life 5 Dimensions
12-item World Health Organization Disability Assessment Schedule
9-item Patient Health Questionnaire
Falls Efficacy Scale
Incidental and Planned Activity Questionnaire–Spain and Australia
Physical Activity Questionnaire–Germany
Short Physical Performance Battery
Timed Up and Go test
Steady-state walking speed—10 m distance
Balance test (bipedal, semi-tandem, near tandem, and tandem stance)
Sit-to-stand (5 Times)
Trail Making Test
Victoria Stroop Test
Digit Symbol Coding Test
Digit Span Backward
System Usability Scale
8-item Physical Activity Enjoyment Scale
Dynamic Acceptance Model for the Reevaluation of Technologies
Schwenk et al. [35]; The EUA Sample: n = 30 participants (VR group = 15; control group = 15)
Mean age: VR group = 84.3 ± 7.3; control group = 84.9 ± 6.6
Gender: VR group = 55.8% female; control group = 68.8% female
Interactive balance training program with 5 wearable inertial sensors (serious game) No intervention 4 weeks; 45 minuts; 2x week; 360 minuts CoM sway area cm2 (BalanSens™)
CoM sway area (BalanSens™)
Anterior-posterior and medial-lateral (BalanSens™)
CoM sway (BalanSens™)
Hip sway (deg2) and ankle sway (deg2) (BalanSens™)
Reciprocal Compensatory Index (RCI) -Postural coordination strategy (reduction in CoM sway through coordination of hip and ankle motion)
Alternate step test
Gait Performance (LegSys™)
Timed Up and Go test
User experience: standardized questionnaire

IVR, Immersive Virtual reality; VR, Virtual Reality; CoM, Center of Mass.

Outcomes

All studies measured balance with varied methods. Four studies used the Timed Up and Go (TUG) [3437], two used Tinetti balance test [34, 37], and one used bipedal, semi-tandem, near-tandem and tandem stance [36]. One study used a force platform BalanSens™ to assess the center of pressure (CoP) in the conditions of eyes open and closed, during 30 seconds and with CoM sway area (cm2) parameters, antero-posterior CoM sway, and medio-lateral CoM sway [35].

The System Usability Scale was the main instrument used in the studies to assess the usability [34, 36, 37]. One study assessed usability by the user experience using a standardized questionnaire originally developed for evaluating the Wii balance board [35].

In the secondary results, it was observed that two studies tested mobility [34, 36], two studies reported satisfaction [34, 36], two studies measured falls and the risk of falling [35, 36], and two studies evaluated the experience with the game [34, 36]. All studies described that no major adverse events were related to the interventions, and two studies assessed cybersickness using the Simulator Sickness Questionnaire [34, 37].

Effects on balance and usability

The effects of exergames on functional balance, as measured by the TUG (seconds), were reported in four studies. Campo-Prieto, Cancela-Carral, and Rodríguez-Fuentes [34] found that the control group showed significantly lower performance compared exergame group in TUG test; Campo-Prieto et al. [37] showed that exergame group maintained the total times for the TUG test (−0.45%), and control group had a lower performance; Schwenk et al. [35] demonstrated notably improved performance in the TUG test within the exergame group (effect size = 0.174; P = 0.024); and Gschwind et al. [36] did not observed differences between-group (P = 0.504). The Fig 2A represents the effects of exergaming in the TUG test, post sensitivity analysis. Data suggested that there was a statistically significant difference in the functional balance between the groups, with an effect in favor of the exergame group for the TUG test (MD = -5.90; 95%CI = -10.29 to -1.51; I2 = 25%; low-certainty evidence).

Fig 2. Forest plot: Effects of exergame interventions home-based in comparison to control group on balance outcome.

Fig 2

(A) Timed Up and Go (TUG) test; (B) Tinetti test; (C) Subgroup analysis with TUG outcome: (a) Immersive exergames, (b) Semi-immersive exergames.

Two studies reported the effects of exergames on the Tinetti test. Campo-Prieto, Cancela-Carral and Rodríguez-Fuentes [34] reported that exergame group showed a significant improvement in Tinetti score (1.84 ± 1.06; p < 0.001); and Campo-Prieto et al. [37] showed that there were statistically significant differences between the groups in the Tinetti test scores for balance (P = 0.004) and total score (P = 0.032), with better performance for the exergame group (P = 0.014). Fig 2B shows the pooled effects of exergames on Tinetti scale indicated an effect in favor of the experimental group (MD = 4.80; 95%CI = 3.36 to 6.24; I2 = 0%; very low-certainty evidence).

In the study of Gschwind et al. [36], There was no difference between groups with respect to the semi-tandem stance, bipedal, and near-tandem stance. Schwenk et al. [35] showed a significant balance improvements in CoM sway area for both eyes closed (P = 0.042; effect size = 0.144) and eyes open (P = 0.007; effect size = 0.239); antero-posterior sway for eyes open (P = 0.015; effect size = 0.201); and medio-lateral sway for eyes open (P = 0.016; effect size = 0.196) and eyes closed (P = 0.012; effect size = 0.214).

With regard to usability outcome, three studies used System Usability Scale (SUS), while one study used the User Experience Questionnaire. The SUS scale provides a simple subjective assessment of the usability (effectiveness, efficiency, and satisfaction) of various products, services, software, hardware, websites, and interface applications [38, 39]. Comprising 10 items, the SUS scale employs a five-point Likert scale (ranging from 1 = totally disagree to 5 = totally agree), resulting in a satisfaction index that ranges from 0 to 100. A higher score indicates better usability of the system. Although the SUS scale is intuitive in many aspects and allows for relative judgments, interpreting the total score in terms of absolute usability remains unclear. In this context, Bangor et al [40] introduced a Likert scale based on this score, which demonstrates a high correlation with the overall SUS score. This enables the classification of systems based on their scores, ranging from ‘worst imaginable’ (up to 20.5), ‘poor’ (21 to 38.5), ‘average’ (39 to 52.5), ‘good’ (53 to 73.5), ‘excellent’ (74 to 85.5), and ‘best imaginable’ (86 to 100).

The user experience questionnaire allowed the assessment of user experience, utilizing a standardized questionnaire originally developed for evaluating the Wii balance board [35]. This is a 10-question instrument containing responses on a 5-level Likert scale (0 = completely disagree to 4 = absolutely agree, 2 = neutral). The questions are as follows: Q1. It was fun to use the sensor-based balance exercise technology; Q2. Usage of the technology was possible without problems at any time; Q3. I never lost my balance while using the exercise technology; Q4. The form and design of the technology are optimal for me; Q5. I was afraid to tumble or to fall during the exercise; Q6. I required balance support while conducting the exercises; Q7. Thanks to the sensor-feedback, I could quickly learn all exercises; Q8. I feel that the exercises were going too fast for me; Q9. Some of the movements were difficult to perform; Q10. I felt safe using the exercise technology.

The overall average score among studies using SUS scale was 71.43 points, ranging from 62 to 78.33 points. The authors classified the usability score of exergame in the home environment as acceptable [36] and good [34, 37]. According to the SUS scale score classification by Bangor et al. [40], the usability scores of the studies can be categorized as good [34, 36] and excellent [37]. Schwenk et al. [35] used the user experience questionnaire, and suggested that the exergame intervention was feasible and met important requirements of a home training program, including safety and fun to use.

Subgroup analysis

Subgroup analysis was realized by different immersion levels (semi-immersive and immersive exergames) for the TUG outcome (Fig 2C–(a) and (b)). There was observed a significant difference in the experimental group with immersive exergames when compared to the control group (MD = -9.14; 95%CI = -15.51 to -2.77; I2 = 0%; very low-certainty evidence). No heterogeneity was showed for the immersive exergames studies. However, a substantial heterogeneity was observed for the semi-immersive exergames and no differences between groups (MD = 1.28; 95%CI = -5.16 to 2.60; P = 0.04; I2 = 76%; very low-certainty evidence).

Effects on secondary outcomes

Campo-Prieto, Cancela-Carral and Rodrígues-Fuentes [34] applied the Five times sit-to-stand test and found that the control group showed significantly a lower performance (an increse of 4.38 seconds in post-intervention) compared to the exergame group, which reduced the test time by 1.75 seconds post-intervention. Gschwind et al. [36] observed no distinctions among the groups in the Short Physical Performance Battery. In the context of an Alternate Step test, Schwenk et al. [35] reported an improvement of 19% in the intervention group (P = 0.037; effect size = 0.151). One trial [34] investigated the quality of life and found that both groups maintained or improved their quality of life scores, mainly the mental score, and the experimental group obtained significantly improved scores in the physical component (P = 0.019) as compared to the control group.

One trial [36] estimated individual fall risk based using the Physiological Profile Assessment and found significantly reduced fall risk in the intervention group compared with the control group (P = 0.035); and the same study did not find significant changes between the groups with the Falls Efficacy Scale. The satisfaction and enjoyment were assessed in two studies. Gschwind et al. [36] reported a mean score of 31 (standard deviation = 8) suggested higher levels of enjoyment with exergame intervention; and Campo-Prieto, Cancela-Carral and Rodrígues-Fuentes [34] found, in the satisfaction questionnaire, a good or very good experiences (100%). The post game experience was assessed by two studies: Campo-Prieto, Cancela-Carral and Rodrígues-Fuentes [34] showed low scores for negative experiences and high for positive experiences, and Gschwind et al. [36] found that the exergame intervention were the most highly rated in terms of appeal, consistency, operation, speed, language and usability. None of the studies examined the motivation of the older adults players in relation to the implementation of the exergame intervention.

Adverse effects

There were no adverse events reported related to undertaking the interventions in all studies [3437]. Two studies used the Simulator Sickness Questionnaire and found no symptoms of cybersickness during and after the interventions [34, 37].

Risk of bias and quality of evidence

Fig 3 shows the methodological quality of the included studies. For the randomization process, 50% of the studies showed some concerns [34, 37] and 50% low risk [35, 36]. Regarding deviations from intended interventions, 3 studies showed low risk [3436]. For the item missing outcome data, all studies showed low risk. Regarding measurement of the outcome, three studies showed low risk [3436], and one study showed high risk [37]. Finally, two studies showed low risk for selection of the reported result [35, 36], one study reported some concerns [34], and one study showed high risk [37]. For overall methodological quality, two studies [35, 36] showed low risk, one study showed some concerns [34], and one study showed high risk [37]. Table 2 reports the quality of evidence using GRADE. Overall, the certainty of the evidence for outcomes was low to very low.

Fig 3. Methodological quality of the included studies by using the Cochrane Risk-of-Bias tool for randomized trials version 2.

Fig 3

Table 2. Quality and certainty of evidence of included studies through the Grading of Recommendations Assessment, Development and Evaluation (GRADE) framework.

Exergames compared to usual care or no intervention for older adults
Patient or population: older adults
Setting: home-based environment
Intervention: Exergames
Comparison: usual care or no intervention
Outcomes Anticipated absolute effects* (95% CI) Relative effect (95% CI) № of participants (studies) Certainty of the evidence (GRADE) Comments
Risk with usual care or no intervention Risk with Exergames
Functional balance—Timed Up and Go Test (TUG) assessed by: seconds The mean functional balance—TUG test was 0 MD 5.9 lower (10.29 lower to 1.51 lower) - 66 (3 RCTs) ⨁⨁◯◯ Lowa,b Exergames may result in a slight increase in functional balance measured by the TUG test.
Tinetti Balance Test The mean tinetti balance was 0 MD 4.8 higher (3.36 higher to 6.24 higher) - 36 (2 RCTs) ⨁◯◯◯ Very lowa,b,c Exergames may increase to effect on balance measured by Tinetti test but the evidence is very uncertain.
Functional balance; immersive exergames (TUG) assessed by: seconds The mean functional balance; immersive exergames was 0 MD 9.14 lower (15.51 lower to 2.77 lower) - 36 (2 RCTs) ⨁◯◯◯ Very lowa,b,c Immersive exergames may increase to effect on balance measured by TUG test but the evidence is very uncertain.
Functional balance; semi-immersive exergames (TUG) assessed by: seconds The mean functional balance; semi-immersive exergames was 0 MD 1.28 lower (5.16 lower to 2.6 higher) - 166 (2 RCTs) ⨁◯◯◯ Very lowb,d The evidence is very uncertain about the effect of semi-immersive exergames.
Usability The mean usability was 0 0 (0 to 0) - 202 (4 RCTs) - Trials could not be pooled due to subjectivity of the outcome assessment.
*The risk in the intervention group (and its 95% confidence interval) is based on the assumed risk in the comparison group and the relative effect of the intervention (and its 95% CI).
CI: confidence interval; MD: mean difference
GRADE Working Group grades of evidence
High certainty: we are very confident that the true effect lies close to that of the estimate of the effect.
Moderate certainty: we are moderately confident in the effect estimate: the true effect is likely to be close to the estimate of the effect, but there is a possibility that it is substantially different.
Low certainty: our confidence in the effect estimate is limited: the true effect may be substantially different from the estimate of the effect.
Very low certainty: we have very little confidence in the effect estimate: the true effect is likely to be substantially different from the estimate of effect.

Explanations

a. Downgraded one level due to several ratings with ’unclear’ or even ’high’ risk of bias.

b. Downgraded one level due to small total population size (< 400) or downgraded two levels due to small total population size (<400) and imprecision of estimation.

c. Downgraded one or two levels due to weight of studies (> 50%).

d. Downgraded one level due to moderate or high heterogeneity (> 50%).

Discussion

This review summarized the evidence on the usability of exergames as a balance training tool in the home environment for older adults. We identified that the intervention groups showed better balance outcomes compared to control groups that received usual care or no intervention. Furthermore, exergames demonstrated acceptable and good usability. However, overall, the certainty of the evidence for outcomes was low to very low.

Static and dynamic imbalances are common characteristics of aging and can be effectively addressed through postural and functional balance training, including activities such as reactive recovery techniques and time-reaction exercises [4, 11]. These modalities have the potential to prevent, maintain, or even restore balance in older adults individuals, reducing falls rates [4, 41]. The beneficial effects of exergames on functional balance measures in experimental groups may be attributed to the properties of virtual environment, such as interaction, enjoyment, motivation, flow, playfulness, abstraction from reality, challenge, immediate feedback, and engagement, in addition to specific characteristics of the games used. Overall, the games induced instabilities, involving variations in the center of gravity, steps in different directions, transfers and shifts in the participant’s weight. Moreover, they work on the general mobility of the body, coordinated movement of the upper and lower limbs, quick reactions involving the trunk and lower limbs, and some cognitive tasks targeting semantic and working memory. Consistent with our study, a meta-analysis found significant effect in favor of exergames regarding TUG test (MD = - 2.48s, 95%CI = - 3.83 to—1.12s) [11]. Taylor et al. [42] showed significant differences in favor of exergames over conventional exercise (MD = 4.33, 95%CI = 2.93 to 5.73) and no intervention (MD = 0.73, 95%CI = 0.17 TO 1.29) for Berg Balance Measure. The meta-analysis conducted by Chen et al. [43] investigated the impact of VR exergame interventions among older adults living in long-term care facilities. The findings revealed that exergames had a positive effect and could improve the balance ability.

Regarding the subgroup analysis, a significant effect in favor of intervention group compared to usual care was observed for an immersive environment, although with very low-certainty evidence. The balance training in the immersive component may have been the differentiating factor for these results, because the immersive experience is a multisensory modality and provides greater focus of patient attention and task concentration, furthermore, the methodological similarity in the execution of studies that utilized immersive exergames may have influenced these findings. Immersive VR is a term used for technologies that give users a first-person viewpoint, allowing them to engage with virtual worlds in a more realistic way [44]. Utilizing multisensory approaches [45], these systems aim to elevate the level of immersion in the experience with the game execution. The creation of a visual illusion of depth from two images via binocular vision enhances immersion and presence, especially when the visual field motion aligns accurately with head movement [44]. Immersive environments can lead to advantages related to improvements in functional balance, walking speed, and greater overall functionality, and shows promise as an additional resource within the realms of rehabilitation, healthcare, and promoting active aging [44, 46, 47].

A high and substantial heterogeneity was observed in the semi-immersive analyses without difference between groups. A discrepancy among the studies, mainly due to sample size and intervention duration, may have influenced these results for the semi-immersive environment. Hoeg et al. [48] reviewed the immersion system in VR-based rehabilitation of motor function in older adults and pointed out that most clinical interventions utilize semi-immersive systems, ranging from commercial products like Nintendo Wii, to bespoke systems that combine tracking devices, software, and displays. The meta-analysis conducted by Yu et al. [49] showed that semi-immersive VR was more effective in improving cognitive flexibility compared to the other two types of VR (full and non-immersive) for older adults with mild cognitive impairment (MD = - 91.95, 95%CI = - 113.58 to—70.32). Another meta-analysis revealed that non-immersive subgroup analysis for TUG score showed a significant treatment effect on the experimental group [48]. A more robust conclusion that immersive or semi-immersive exergames are or not most effective in clinical practice in the home environment cannot be made due to the lack of experimental studies directly comparing the types of immersion.

Regarding the type of virtual games used, half of the studies used serious games and the other half used commercial games. The use of commercial exergames in clinical settings occurred adaptively to meet the demands of rehabilitation, however, in recent years, a wide range of games has been developed with therapeutic goals and objectives [50]. These games, known as serious games, have a purpose beyond entertainment, allowing for tailored practice to meet the user’s needs, and offer immersion, concentration, interaction, targeted feedback, and active participation during rehabilitation [14]. Although there is a substantial body of literature on exergames, there is still a lack of comprehensive information regarding the dose-response relationship. The dose and intensity of the exergames interventions may have been insufficient because they varied greatly across studies in this review. We observed a wide range of exposure time to exergames, ranging from 180 to 2880 minutes–calculated by multiplying the number of sessions by the duration of each session–, and most interventions occurred three times a week ranging from 4 to 16 weeks. Pacheco et al. [11] found an exposure time varied from 360 to 2880 minutes. Miller et al. [25] reported that VR sessions at home lasted from 20 to 75 minutes occurring one to five times per week, for durations of 10 days to 3 months. Chen et al. [43] observed that exergames intervention period ranged from 3 to 15 weeks, with a frequency of 2–3 times per week, and lasted from 18 min to 60 min.

Understanding the usability of exergames and the attitudes of end-users is crucial for the successful use of technology. The success does not solely depend on its effectiveness when used, but also on its likelihood of being utilized in clinical practice of rehabilitation [18]. Older adults individuals frequently possess limited knowledge of technologies. Therefore, it is vital to ensure technology-based training systems that instills technical confidence and guarantees safety; and this can be achieved through features like a straightforward setup, stable connections, and an intuitive gaming environment [41, 51]. Previous studies have highlighted the importance of age-appropriate design and impeccable technical functionality for the usability of exergames [39, 52]. Older adults enjoyed the exergames assessed in this review, and their usability was found to be acceptable and good, making them a positive option for promoting the regular physical activity among older adults in home environments. Furthermore, it stands out that despite the limitations that some older adults might have in operating exergames, the findings of this review propel this field of rehabilitation. The application of exergames is a trend, mainly to aggregate the use of new technologies with active and healthy aging; for being a tool that generates greater interest, attention, curiosity, and pleasure compared to conventional practices; and for the richness of simultaneous motor and cognitive stimuli, which enhance the functional capacity of older adults.

It is important to highlight that none of the studies assessed the motivation. This fact seems paradoxical, since motivation is often a central principle in the reasoning for using the technologies like the modalities of exergame in clinical population [48]. Motivation-related factors appear to affect the outcomes of the exergame intervention in relation to balance performance, and, in particular, the components related to motivation (such as feedback provision) and components associated with capabilities (such as personalized exercises) seem to exert an influence on the overall effectiveness of exergame training [53]. Therefore, it is crucial to take motivational factors into account during exergame interventions for older adults. Despite studies reporting the presence of cybersickness as a side effect [54, 55], particularly in interventions that utilized the immersive modality, no adverse effects were observed in this review, including through the specific assessment of cybersickness. Some adverse events might be generally poorly reported in literature, since while the absence of adverse events could be attributed to their lack of occurrence, it could also be a result of only considering serious events and disregarding negligible, minor symptoms or subtle effects (an example could be how a slight dizziness could easily go unreported) [48].

Some limitations were observed in this systematic review. The studies involving applications of exergames technologies in a home environment were limited, as well as usability research in this context. As the usability measure was assessed only in the exergames group, after the intervention, this prevented more specific analyses from being conducted. The specificity of the PICO elements in this study may have limited the search for scientific studies, despite the utilization of a comprehensive search strategy.

Conclusion

The effects of exergames were expressive and significant and clinically for functional balance compared to usual care or no intervention, particularly in the immersive modality. The usability of exergames applied in the home environment was considered acceptable and good. However, the certainty of the evidence in this review is low or very low. Therefore, our confidence in the estimated effect was greatly restricted and is expected to change with the conduct of future research. Future studies are required to enhance understanding of the effects of exergaming in a home environment, mainly measures related with motivation, quality of life, and functionality.

Supporting information

S1 File. PRISMA checklist.

(DOCX)

pone.0306816.s001.docx (26.7KB, docx)
S2 File. Search strategies for all databases.

(DOCX)

pone.0306816.s002.docx (18KB, docx)
S3 File. List of articles.

(XLSX)

pone.0306816.s003.xlsx (751.1KB, xlsx)
S4 File. Data.

(XLSX)

pone.0306816.s004.xlsx (13.1KB, xlsx)

Acknowledgments

The authors are thankful to the Physical Therapy Postgraduate Program of Federal University of Rio Grande do Norte, Natal, Brazil, for providing support the study.

Data Availability

All relevant data are within the manuscript and its Supporting Information files.

Funding Statement

The present work was carried out with the scholarship support of the Coordination for the Improvement of Higher Education Personnel – Brazil (CAPES)(Finance Code 001).

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PONE-D-23-27194A systematic review of exergame usability as home-based balance training tool for older adultsPLOS ONE

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The manuscript must describe a technically sound piece of scientific research with data that supports the conclusions. Experiments must have been conducted rigorously, with appropriate controls, replication, and sample sizes. The conclusions must be drawn appropriately based on the data presented.

Reviewer #1: Yes

Reviewer #2: Partly

**********

2. Has the statistical analysis been performed appropriately and rigorously?

Reviewer #1: I Don't Know

Reviewer #2: Yes

**********

3. Have the authors made all data underlying the findings in their manuscript fully available?

The PLOS Data policy requires authors to make all data underlying the findings described in their manuscript fully available without restriction, with rare exception (please refer to the Data Availability Statement in the manuscript PDF file). The data should be provided as part of the manuscript or its supporting information, or deposited to a public repository. For example, in addition to summary statistics, the data points behind means, medians and variance measures should be available. If there are restrictions on publicly sharing data—e.g. participant privacy or use of data from a third party—those must be specified.

Reviewer #1: Yes

Reviewer #2: No

**********

4. Is the manuscript presented in an intelligible fashion and written in standard English?

PLOS ONE does not copyedit accepted manuscripts, so the language in submitted articles must be clear, correct, and unambiguous. Any typographical or grammatical errors should be corrected at revision, so please note any specific errors here.

Reviewer #1: Yes

Reviewer #2: No

**********

5. Review Comments to the Author

Please use the space provided to explain your answers to the questions above. You may also include additional comments for the author, including concerns about dual publication, research ethics, or publication ethics. (Please upload your review as an attachment if it exceeds 20,000 characters)

Reviewer #1: Firstly, this review has been conducted well in the aspect of both methodology and significance that needs researchers to weigh. Although I have some criticisms about the modalities of exergames and balance assessments, the authors are also aware of these issues and express them in the discussion section of this article. Hence, this review has a significant potential to highlight the efficacy of this modality in pre and post-rehabilitation in every area of physiotherapy and also to enlighten future research.

Reviewer #2: 1) Technically sound, do the data support the conclusions?

This study sought to review the current literature on the usability of exergames in older adults’ home environment and its effect on balance outcomes.

The manuscript appears technically sound in that it follows systematic review and meta analysis guidelines established by the Cochrane Collaboration and others in regards to the Timed Up and Go outcome. There were two major concerns that limit the ability to support the conclusions. These are 1) the operational definition of a person’s home and why it is important. Is it to increase independent use? Improve autonomy? Or are older adults expected to have a caregiver support in order to use exergaming systems? This distinction is important because having an older adult play an on their Oculus at home is very different from the recreation organizer a community based senior center or residential care facility setting the game up for them. So to improve, clarify whether or not the older adults would have help or not as this would greatly influence the usability outcome. The second concern is the measures of “usability” are not described clearly enough to convince the reader what the “acceptable” “good” and “feasible” tool actually mean. The term itself is defined, but not the scale or perhaps other means of measuring the subdomains of “usability”. Or, in the intro, why you are using the TUG is to capture the effectiveness domain.

2) Analysis: yes, also using established methods

3) No. Usability scale data is not clearly available

4) In regards to overall sentence and paragraph structure, it is intelligible with the exception of an occasional questionable word choice (“worsened” in the results section). The more challenging issue is conceptual and operational definitions described above (home, how usability is measured) and the universal challenge of describing what “balance” or “postural control” mean. Suggestion: establish terms in the beginning, whether it is static / dynamic, functional mobility (gait and sit to stand, which will be TUG and the Tinetti POMA) and be consistent with their use throughout the entire manuscript.

Details

Page 3

paragraph 2: ref 4- “several studies”, “most populations”- seems much too broad and non specific. Also, did this reference have data on fun, attractive, viable or was this a discussion item? Are there data in this paper to support this claim?

Paragraph 3 Usability as defined as efficiency, effectiveness, and satisfaction. This operational definition is important, and a reasonable start. One of the major concerns this the methodology of the paper is that is does not describe the questionnaires designed to measure usability sufficiently to allow the reader to interpret the results.

Pg 4

“Impact on postural control, mobility, QOL, adverse effects” is QOL measured? How?

What is considered a “home environment”? Senior citizens center might mean different things to different people. I wonder about “residential care environment” and autonomy

Pg 5

Outcomes: listed as 1) “postural balance” and 2) usability. For consistency, keep the order the same throughout the manuscript- see the results section in which they are reversed. As for the terminology, often “postural control”, “balance (static vs dynamic)”, or “functional balance” are used interchangeably. Keep consistent and recognize that these outcomes measure many different resources for postural control. Using systems theory (Horak et al 2006, I believe, the basis for the miniBESTest) might be a helpful conceptual anchor.

Secondary results: What does “mobility “ mean? Some could consider the timed up and go “ functional mobility”

Results:

Flow of studies: Generally acceptable. Check writing guidelines if they prefer starting the sentence with the number written out or if numerals are acceptable.

Characteristics:

I have concerns that a “senior center” is conducted in the community, with staff support, as is the “senior living community”

Usability is listed first, then balance

Scores: can these not be used for a meta analysis? What is the usability score – what does it mean?

Pg 10

Effects on Usability and Balance

Usability is also satisfactorily defined in the introduction, but the main outcome – System Usability Scale was not described enough to make any interpretations. How many points is it out of? Does it ask questions encompassing the three domains of usability? If it is too subjective to use in a meta-analysis, why are the data reported to the hundredths place?

Exergames on “functional balance” – new category? Previously all were lumped together as “postural balance”

Discussing reference (25) – “the control group significantly worsened compared to the exergame group” The use of “worsened” is completely inappropriate here as it means the control groups’s TUG scores increased over time. If there is not pre-post data, just post intervention data, all one can say is that the TUG scores were significantly higher in the control. Further, better or worse should be saved for the discussion as it implies judgement

Effects on secondary outcomes

Again with the worsened.

Why is there a statement about motivation?

Adverse effects : No complaints aside from the extra s in ‘adverses’

Pg 15-

I don’t believe you have to show the actual effect size data from other studies, but tell the readers how these were also different from your research?

Pg 16

Refs 37, 39, 40- what is meant by motor control and functionality? Compared to what?

Pg 17

Why is QOL scores here in the discussion?

18-

Is this paragraph a discussion of your secondary measures or what was not measured? Why picking out motivation when it was not your research question?

**********

6. PLOS authors have the option to publish the peer review history of their article (what does this mean?). If published, this will include your full peer review and any attached files.

If you choose “no”, your identity will remain anonymous but your review may still be made public.

Do you want your identity to be public for this peer review? For information about this choice, including consent withdrawal, please see our Privacy Policy.

Reviewer #1: No

Reviewer #2: No

**********

[NOTE: If reviewer comments were submitted as an attachment file, they will be attached to this email and accessible via the submission site. Please log into your account, locate the manuscript record, and check for the action link "View Attachments". If this link does not appear, there are no attachment files.]

While revising your submission, please upload your figure files to the Preflight Analysis and Conversion Engine (PACE) digital diagnostic tool, https://pacev2.apexcovantage.com/. PACE helps ensure that figures meet PLOS requirements. To use PACE, you must first register as a user. Registration is free. Then, login and navigate to the UPLOAD tab, where you will find detailed instructions on how to use the tool. If you encounter any issues or have any questions when using PACE, please email PLOS at figures@plos.org. Please note that Supporting Information files do not need this step.

PLoS One. 2024 Aug 22;19(8):e0306816. doi: 10.1371/journal.pone.0306816.r002

Author response to Decision Letter 0


22 Apr 2024

RESPONSE TO REVIEWERS

Response from Medeiros et al.

We are grateful for all comments and suggestions raised by Reviewer 1 and Reviewer 2.

• Journal Requirements

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Response from Medeiros et al.

As recommended, we have ensured that the manuscript conforms to the style requirements.

B) Note from Emily Chenette, Editor in Chief of PLOS ONE, and Iain Hrynaszkiewicz, Director of Open Research Solutions at PLOS: Did you know that depositing data in a repository is associated with up to a 25% citation advantage (https://doi.org/10.1371/journal.pone.0230416)? If you’ve not already done so, consider depositing your raw data in a repository to ensure your work is read, appreciated and cited by the largest possible audience. You’ll also earn an Accessible Data icon on your published paper if you deposit your data in any participating repository (https://plos.org/open-science/open-data/#accessible-data).

Response from Medeiros et al.

The authors would like to thank the Editors for the suggestion. We have included the study data in the supporting information.

C) We noticed you have some minor occurrence of overlapping text with the following previous publication(s), which needs to be addressed:

Comparison of the effects of virtual reality-based balance exercises and conventional exercises on balance and fall risk in older adults living in nursing homes in Turkey - https://doi.org/10.3109/09593985.2015.1138009. In your revision ensure you cite all your sources (including your own works), and quote or rephrase any duplicated text outside the methods section. Further consideration is dependent on these concerns being addressed.

Response from Medeiros et al.

Thank you for bringing this to our attention. We have rectified the overlapping text and utilized two distinct programs to identify any additional potential overlaps. We appreciate your feedback, and we have cited all sources in our revision.

D) Please include captions for your Supporting Information files at the end of your manuscript, and update any in-text citations to match accordingly. Please see our Supporting Information guidelines for more information: http://journals.plos.org/plosone/s/supporting-information.

Response from Medeiros et al.

We included captions in our supporting information files, and updated the text citations.

• Reviewer #1

A) Firstly, this review has been conducted well in the aspect of both methodology and significance that needs researchers to weigh. Although I have some criticisms about the modalities of exergames and balance assessments, the authors are also aware of these issues and express them in the discussion section of this article. Hence, this review has a significant potential to highlight the efficacy of this modality in pre and post-rehabilitation in every area of physiotherapy and also to enlighten future research.

Response from Medeiros et al.

The authors would like to thank the reviewer for the comprehensive comments. We sincerely appreciate your acknowledgment of the methodology and significance of our research. Your feedback is invaluable to us.

• Reviewer #2

A) 1) Technically sound, do the data support the conclusions? This study sought to review the current literature on the usability of exergames in older adults’ home environment and its effect on balance outcomes.

The manuscript appears technically sound in that it follows systematic review and meta analysis guidelines established by the Cochrane Collaboration and others in regards to the Timed Up and Go outcome.

There were two major concerns that limit the ability to support the conclusions. These are:

1) the operational definition of a person’s home and why it is important. Is it to increase independent use? Improve autonomy? Or are older adults expected to have a caregiver support in order to use exergaming systems? This distinction is important because having an older adult play an on their Oculus at home is very different from the recreation organizer a community based senior center or residential care facility setting the game up for them. So to improve, clarify whether or not the older adults would have help or not as this would greatly influence the usability outcome. The second concern is the measures of “usability” are not described clearly enough to convince the reader what the “acceptable” “good” and “feasible” tool actually mean. The term itself is defined, but not the scale or perhaps other means of measuring the subdomains of “usability”. Or, in the intro, why you are using the TUG is to capture the effectiveness domain.

2) Analysis: yes, also using established methods

3) No. Usability scale data is not clearly available

4) In regards to overall sentence and paragraph structure, it is intelligible with the exception of an occasional questionable word choice (“worsened” in the results section). The more challenging issue is conceptual and operational definitions described above (home, how usability is measured) and the universal challenge of describing what “balance” or “postural control” mean. Suggestion: establish terms in the beginning, whether it is static / dynamic, functional mobility (gait and sit to stand, which will be TUG and the Tinetti POMA) and be consistent with their use throughout the entire manuscript.

Response from Medeiros et al.

The authors would like to thank you for providing such detailed comments, which are very constructive and will help to improve the manuscript. We appreciate your acknowledgment of the technical soundness of our manuscript. We strived to address all the reviewer questions and requests.

The home environment is a dynamic setting characterized by comfort, security, and privacy, where people express their personal identity, experience autonomy, and which influences the level of physical activity that older adults perform during their daily routines (Meghani NAA, Hudson J, Stratton G, Mullins J. Older adults' perspectives on physical activity and sedentary behaviour within their home using socio-ecological model. Plos One, 2023, 20;18(11):e0294715; Aclan R, George S, Block H, Lane R, Laver K. Middle age and older adult’s perspectives of their own home environment: a review of qualitative studies and meta-synthesis. BMC Geriatric, 2023, 31;23(1):707). Therefore, practicing physical exercise at home is important to attenuate the risk of falls, improve aerobic fitness, and reduce sedentary behavior in this population, enhancing functional capacity and autonomy. We added a summary of this description in the introduction of the manuscript.

As suggested, we clarified whether or not the older adults had assistance in preparing, using, and supervising the use of exergames. This information was added in the results section under the topic of characteristics of participants and interventions.

As suggested, the usability measures were described more clearly, including instruments used and their means of measuring the subdomains. Additionally, data from the usability scales were made available.

The Timed Up and Go Test (TUG) was used in this study as one of the tools to assess functional balance. Furthermore, the results were analyzed using the TUG, as it was the main instrument used among the studies included in this review. The TUG is considered a reliable tool for assessing general balance, functional mobility, risk of falls, and its shows a significant correlation with fear of falling and functional performance (Ortega-Bastidas P, Gómez B, Aqueveque P, Luarte-Martínez S, Cano-de-la-Cuerda R. Instrumented Timed Up and Go Test (iTUG)—More Than Assessing Time to Predict Falls: A Systematic Review, Sensors, 2023; 23(7):3426; Barry E, Galvin R, Keogh C, Horgan F, Fahey T. Is the Timed Up and Go test a useful predictor of risk of falls in community dwelling older adults: a systematic review and meta- analysis. BCM Geriatrics, 2014; 14:14; Panel on Prevention of Falls in Older Persons. American Geriatrics Society and British Geriatrics Society. Summary of the Updated American Geriatrics Society/British Geriatrics Society clinical practice guideline for prevention of falls in older persons. J Am Geriatr Soc. 2011;14(1):148–157). Additionally, it is recommend for assessing gait and balance to prevent falls in older adults (NICE. The assessment and prevention of falls in older people. 2013).

We have adjusted questionable words throughout the text. The conceptual definitions of ‘home’ and ‘usability’ were clarified in the manuscript. We defined postural control, as well as functional balance, in the introduction of the article. Furthermore, we standardized the use of the term ‘functional balance’ throughout the article.

B) Details: Page 3 – Paragraph 2: ref 4- “several studies”, “most populations”- seems much too broad and non specific. Also, did this reference have data on fun, attractive, viable or was this a discussion item? Are there data in this paper to support this claim?; Paragraph 3 Usability as defined as efficiency, effectiveness, and satisfaction. This operational definition is important, and a reasonable start. One of the major concerns this the methodology of the paper is that is does not describe the questionnaires designed to measure usability sufficiently to allow the reader to interpret the results.

Response from Medeiros et al.

Thank you for this suggestion. In paragraph 2, we further specify the reference 4. While this reference supports the information, we have included additional references to reinforce this point.

We appreciate the feedback on paragraph 3. We have decided to describe the usability evaluation questionnaires in the results section – specifically, under the topic of effects on balance and usability – in order to allow the reader to better interpret the results.

C)Details: Pg 4 “Impact on postural control, mobility, QOL, adverse effects” is QOL measured? How?

What is considered a “home environment”? Senior citizens center might mean different things to different people. I wonder about “residential care environment” and autonomy

Response from Medeiros et al.

We considered analyzing aspects related to quality of life and motivation in the study protocol and throughout the analysis of this review. However, upon reviewing the data, we found that only one study investigated quality of life, and no study analyzed participants' motivation. Therefore, we included this information in the result section under the effects on secondary outcomes.

Thank you for your consideration. We appreciate your suggestion, and upon review, we acknowledge that we did not clarify this information adequately. Therefore, we have adjusted our text to emphasize that the inclusion criteria for the study require older adults to exhibit autonomy and significant functional capacity. This clarification is essential due to the varying interpretations of the senior citizens’ clubs, elderly homes or retirement homes, residential care facilities, assisted living communities, and independent living centers, which may differ among individuals and location worldwide.

D) Details: Pg 5 Outcomes: listed as 1) “postural balance” and 2) usability. For consistency, keep the order the same throughout the manuscript- see the results section in which they are reversed. As for the terminology, often “postural control”, “balance (static vs dynamic)”, or “functional balance” are used interchangeably. Keep consistent and recognize that these outcomes measure many different resources for postural control. Using systems theory (Horak et al 2006, I believe, the basis for the miniBESTest) might be a helpful conceptual anchor.

Secondary results: What does “mobility “ mean? Some could consider the timed up and go “ functional mobility”

Response from Medeiros et al.

As suggested, we have adjusted the order of information regarding balance and usability throughout the text. We adopted the concepts from the study by Horak et al. (2006), and we recognize that these results measure many different aspects of postural balance in the outcomes measures section.

Mobility is a broad term, defined as the ability to move around and change positions, such as walking, rising from a chair, and maintaining balance while standing. Thus, mobility comprises all the skills required for everyday living: physical resistence, strength, balance, coordination, and range of motion (Treacy D, Hassett L, Schurr K, Fairhall NJ, Cameron ID, Sherrington C. Mobility training for increasing mobility and functioning in older people with frailty. Cochrane Database Sys Rev. 2022 30;6(6): CD010494).

The TUG test has been extensively researched and widely used in clinical environments to assess balance and mobility for over 20 years. It quantifies several different elements of mobility and has been frequently employed in assessing fall risk. However, some studies consider the TUG test as part of functional balance analysis (Agathos CP, Velisar A, Shanidze N. A Comparison of Walking Behavior during the Instrumented TUG and Habitual Gait. Sensors, 2023, 18;23(16):7261; Sedaghati P, Goudarzian M, Ahmadabadi S, Tabatabai-Asl S. The impact of a multicomponent-functional training with postural correction on functional balance in the elderly with a history of falling. J Exp Orthop, 2022, 9:23; Jung J, Kim MG, Kang YJ, Min K, Han KA, Choi H. Vibration Perception Threshold and Related Factors for Balance Assessment in Patients with Type 2 Diabetes Mellitus. Int J Environ Res Public Health, 2021, 4;18(11):6046; Yu L, Zhao Y, Wang H, Sun TL, Murphy TE, Tsui KL. Assessing elderly’s functional balance and mobility via analyzing data from waist-mounted tri-axial wearable accelerometers in timed up and go tests. BCM Med Inform Decis Mak. 2021, 21:108; Yeşilyaprak SS, Yıldırım M, Tomruk M, Ertekin O, Algun ZC. Comparison of the effects of virtual reality-based balance exercises andconventional exercises on balance and fall risk in older adults living in nursinghomes in Turkey. Physiotherapy theory andpractice. 2016, 32(3):191-201). Furthermore, the TUG test has several other applications and has been used, for instance, as a tool for sarcopenia screening, givin its capacity to assess muscular strength and speed in a single test (Queiroz LL, Silva LGO, Pinheiro HA. Can the timed up and go test be used as a predictor of muscle strength in older adults?. Fisiot Pesq, 2023; 30:ee22013723; Filippin LI, Miraglia F, Teixeira VNO, Boniatti MM. Timed Up and Go test as a sarcopenia screening tool in home-dwelling elderly persons. Rev Bras Geriatr Gerontol. 2017;20(4):561-6).

In this sense, considering that the task performed by the TUG test is significant for daily life and the risk of falls, as it includes several important postural transitions (sitting to standing, starting to walk, turning) and movements more susceptible to loss of balance in the older adults, we chose to categorize this instrument as an outcome of postural/functional balance. Furthermore, functional balance is generally assessed using the main instruments selected for analysis in this review, such as the Berg Balance Scale, TUG test, Functional Reach Test, among others.

E) Results: Flow of studies: Generally acceptable. Check writing guidelines if they prefer starting the sentence with the number written out or if numerals are acceptable.

- Characteristics: I have concerns that a “senior center” is conducted in the community, with staff support, as is the “senior living community”

- Usability is listed first, then balance

- Scores: can these not be used for a meta analysis? What is the usability score – what does it mean?

Pg 10

Response from Medeiros et al.

Thanks for the comments. We checked the guidelines and aligned our text.

In response to the reviewer's concerns, we would like to clarify that two studies included in our review conducted the intervention at the same senior center, the Saraiva Senior Center of Pontevedra in Spain. After researching the institution, we discovered th

Attachment

Submitted filename: Response to Reviewers.docx

pone.0306816.s005.docx (31.7KB, docx)

Decision Letter 1

Esedullah Akaras

8 May 2024

PONE-D-23-27194R1A systematic review of exergame usability as home-based balance training tool for older adultsPLOS ONE

Dear Dr. Medeiros,

Thank you for submitting your manuscript to PLOS ONE. After careful consideration, we feel that it has merit but does not fully meet PLOS ONE’s publication criteria as it currently stands. Therefore, we invite you to submit a revised version of the manuscript that addresses the points raised during the review process.

==============================Your article will be accepted after the relevant minor corrections are made.

==============================

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Esedullah Akaras

Academic Editor

PLOS ONE

Journal Requirements:

Please review your reference list to ensure that it is complete and correct. If you have cited papers that have been retracted, please include the rationale for doing so in the manuscript text, or remove these references and replace them with relevant current references. Any changes to the reference list should be mentioned in the rebuttal letter that accompanies your revised manuscript. If you need to cite a retracted article, indicate the article’s retracted status in the References list and also include a citation and full reference for the retraction notice.

[Note: HTML markup is below. Please do not edit.]

Reviewers' comments:

Reviewer's Responses to Questions

Comments to the Author

1. If the authors have adequately addressed your comments raised in a previous round of review and you feel that this manuscript is now acceptable for publication, you may indicate that here to bypass the “Comments to the Author” section, enter your conflict of interest statement in the “Confidential to Editor” section, and submit your "Accept" recommendation.

Reviewer #1: All comments have been addressed

Reviewer #2: All comments have been addressed

**********

2. Is the manuscript technically sound, and do the data support the conclusions?

The manuscript must describe a technically sound piece of scientific research with data that supports the conclusions. Experiments must have been conducted rigorously, with appropriate controls, replication, and sample sizes. The conclusions must be drawn appropriately based on the data presented.

Reviewer #1: Yes

Reviewer #2: Yes

**********

3. Has the statistical analysis been performed appropriately and rigorously?

Reviewer #1: I Don't Know

Reviewer #2: Yes

**********

4. Have the authors made all data underlying the findings in their manuscript fully available?

The PLOS Data policy requires authors to make all data underlying the findings described in their manuscript fully available without restriction, with rare exception (please refer to the Data Availability Statement in the manuscript PDF file). The data should be provided as part of the manuscript or its supporting information, or deposited to a public repository. For example, in addition to summary statistics, the data points behind means, medians and variance measures should be available. If there are restrictions on publicly sharing data—e.g. participant privacy or use of data from a third party—those must be specified.

Reviewer #1: Yes

Reviewer #2: No

**********

5. Is the manuscript presented in an intelligible fashion and written in standard English?

PLOS ONE does not copyedit accepted manuscripts, so the language in submitted articles must be clear, correct, and unambiguous. Any typographical or grammatical errors should be corrected at revision, so please note any specific errors here.

Reviewer #1: Yes

Reviewer #2: Yes

**********

6. Review Comments to the Author

Please use the space provided to explain your answers to the questions above. You may also include additional comments for the author, including concerns about dual publication, research ethics, or publication ethics. (Please upload your review as an attachment if it exceeds 20,000 characters)

Reviewer #1: (No Response)

Reviewer #2: re- #4. The link to the supporting data did not work- so this might be a problem on my end.

Overall previous edits were addressed effectively. With the intent of helping you make this paper the best it can me, I found two things:

104- A repeat of line 97, and confusing: at first I thought this was an incomplete sentence, details as a noun instead of a verb, and used being the operative verb here.

330-332. sorry if I did not catch this last time, this statement needs clarification:

310. “the Five times sit-to-stand test and found that the control group showed significantly a lower performance compared exergame group that reduced the time of the test in the post intervention. “

In a timed test, a lower score = faster, so this means the control group improved, not the intervention group.

**********

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Do you want your identity to be public for this peer review? For information about this choice, including consent withdrawal, please see our Privacy Policy.

Reviewer #1: Yes: Gökhan Mehmet Karatay

Reviewer #2: No

**********

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PLoS One. 2024 Aug 22;19(8):e0306816. doi: 10.1371/journal.pone.0306816.r004

Author response to Decision Letter 1


21 Jun 2024

RESPONSE TO REVIEWERS

Response from Medeiros et al.

We are grateful for all comments and suggestions raised by Reviewer 2.

• Journal Requirements

Please review your reference list to ensure that it is complete and correct. If you have cited papers that have been retracted, please include the rationale for doing so in the manuscript text, or remove these references and replace them with relevant current references. Any changes to the reference list should be mentioned in the rebuttal letter that accompanies your revised manuscript. If you need to cite a retracted article, indicate the article’s retracted status in the References list and also include a citation and full reference for the retraction notice.

Response from Medeiros et al.

As recommended, we have reviewed the reference list to ensure it is correct. Nine articles were added to the manuscript. Most of the studies added were to complement the introduction, and one study was added to add to enhance the description of usability. The articles added to the manuscript are:

(4) Yeşilyaprak SS, Yildirim MŞ, Tomruk M, Ertekin Ö, Algun ZC. Comparison of the effects of virtual reality-based balance exercises and conventional exercises on balance and fall risk in older adults living in nursing homes in Turkey. Physiother Theory Pract. 2016;32(3):191–201.

(5) Horak F. Postural orientation and equilibrium: what do we need to know about neural control of balance to prevent falls? Age Aging. 2006;35(2):7–11.

(6) Sedaghati P, Goudarzian M, Ahmadabadi S, Tabatabai-Asl SM. The impact of a multicomponent-functional training with postural correction on functional balance in the elderly with a history of falling. J Exp Orthop. 2022;9(1).

(7) Alshahrani MS, Reddy RS. Kinesiophobia, limits of stability, and functional balance assessment in geriatric patients with chronic low back pain and osteoporosis: a comprehensive study. Front Neurol. 2024; 15:1354444.

(8) Dunsky A. The Effect of Balance and Coordination Exercises on Quality of Life in Older Adults: A Mini-Review. Front Aging Neurosci. 2019;11(318):1–10.

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• Reviewer #1

(No Response)

• Reviewer #2

A) re- #4. The link to the supporting data did not work- so this might be a problem on my end.

Response from Medeiros et al.

Thank you for this comment. We will attach all supporting information files individually and in a compressed folder (zipe file).

B) Overall previous edits were addressed effectively. With the intent of helping you make this paper the best it can me, I found two things:

1) 104- A repeat of line 97, and confusing: at first I thought this was an incomplete sentence, details as a noun instead of a verb, and used being the operative verb here.

2) 330-332. sorry if I did not catch this last time, this statement needs clarification: 310. “the Five times sit-to-stand test and found that the control group showed significantly a lower performance compared exergame group that reduced the time of the test in the post intervention. “In a timed test, a lower score = faster, so this means the control group improved, not the intervention group.

Response from Medeiros et al.

The authors would like to thank you for providing such detailed comments, which are very constructive and will help to improve the manuscript.

1) Thank you for pointing this out. As line 104 was confusing (“The protocol details the complete search strategy used.”), we have chose to remove this excerpt from the manuscript.

2) In fact, we intended to indicate that the reduction in test time post-intervention belonged to the experimental group. We acknowledge that the excerpt highlighted by the reviewer was confusing.

# Study data (Campo-Prieto P, Cancela-Carral JM, Rodríguez-Fuentes G. Feasibility and Effects of an Immersive Virtual Reality Exergame Program on Physical Functions in Institutionalized Older Adults: A Randomized Clinical Trial. Sensors. 2022;22(6742):1–15):

• Experimental group (seconds) = Pre (15.56±4.52), Post (13.81±3.46), Variation (-1.75).

• Control group (seconds) = Pre (21.19±12.63), Post (25.57±14.15), Variation (+4.38)* p<0.005.

• The study by Campo-Prieto, Cancela-Carral and Rodrígues-Fuentes (2022) showed that the control group exhibited a significantly worsening compared to the experimental group.

Therefore, we have adjusted the text and included the performance variation for each group to carify the information.

Attachment

Submitted filename: Response to Reviewers.docx

pone.0306816.s006.docx (25KB, docx)

Decision Letter 2

Esedullah Akaras

24 Jun 2024

A systematic review of exergame usability as home-based balance training tool for older adults

PONE-D-23-27194R2

Dear Dr. Medeiros,

We’re pleased to inform you that your manuscript has been judged scientifically suitable for publication and will be formally accepted for publication once it meets all outstanding technical requirements.

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Kind regards,

Esedullah Akaras

Academic Editor

PLOS ONE

Additional Editor Comments (optional):

Reviewers' comments:

Acceptance letter

Esedullah Akaras

12 Aug 2024

PONE-D-23-27194R2

PLOS ONE

Dear Dr. Medeiros,

I'm pleased to inform you that your manuscript has been deemed suitable for publication in PLOS ONE. Congratulations! Your manuscript is now being handed over to our production team.

At this stage, our production department will prepare your paper for publication. This includes ensuring the following:

* All references, tables, and figures are properly cited

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PLOS ONE

Associated Data

    This section collects any data citations, data availability statements, or supplementary materials included in this article.

    Supplementary Materials

    S1 File. PRISMA checklist.

    (DOCX)

    pone.0306816.s001.docx (26.7KB, docx)
    S2 File. Search strategies for all databases.

    (DOCX)

    pone.0306816.s002.docx (18KB, docx)
    S3 File. List of articles.

    (XLSX)

    pone.0306816.s003.xlsx (751.1KB, xlsx)
    S4 File. Data.

    (XLSX)

    pone.0306816.s004.xlsx (13.1KB, xlsx)
    Attachment

    Submitted filename: Response to Reviewers.docx

    pone.0306816.s005.docx (31.7KB, docx)
    Attachment

    Submitted filename: Response to Reviewers.docx

    pone.0306816.s006.docx (25KB, docx)

    Data Availability Statement

    All relevant data are within the manuscript and its Supporting Information files.


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