Efectos de la utilización de los videojuegos en un programa de mejora del equilibrio en mujeres de 60 años o más (Effects of the use of videogames in a balance improving programme for women of 60 or over)
DOI:
https://doi.org/10.47197/retos.v0i17.34682Keywords:
equilibrio, videoconsola, adultos mayores, entrenamiento, calidad de vida.Abstract
Actualmente el sector de población de los adultos mayores cobra especial importancia, por lo que tenemos que trabajar para aumentar el conocimiento sobre el mantenimiento y mejora de su calidad de vida. Entre los factores que la determinan incidiremos en evitar la dependencia, que el adulto mayor se pueda valer por si mismo, siendo una de las causas fundamentales de esta falta de movilidad las caídas. Para ello proponemos un sistema de entrenamiento del equilibrio que une ejercicios de suelo con la práctica de videoconsola como forma de potenciar los efectos positivos de dicho entrenamiento. Además del acercamiento a las nuevas tecnologías de un sector de población tradicionalmente apartado de las mismas, este estudio demuestra la utilidad de las mismas para mejorar en equilibrio. Los resultados muestran que la utilización de la videoconsola mejora los resultados obtenidos en un entrenamiento de equilibrio basado en ejercicios con espalderas, sobre colchonetas y sobre plataformas inestables de goma llenas de aire.
Palabra clave: equilibrio, videoconsola, adultos mayores, entrenamiento, calidad de vida.
Abstract: Nowadays the population sector of senior citizens has become very important. For that reason we need to work to increase our knowledge of how to keep and improve the quality of their lives. Among the factors that influence this quality we need to avoid dependency so that these citizens can look after themselves, being falls one of the main causes of their lack of mobility. For that reason we propose a balance training programme that combines floor exercises and videogames practise as a way to foster the positive effects of that training. Apart from bringing new technologies closer to a group of people who have little to do with it, this study shows the usefulness of these new technologies to improve balance. The outcome shows that the use of a videogame console improves the results obtained in a balance training programme based on exercises on wall bars, mats and unstable rubber platforms full of air.
Key words: balance, videogame console, senior citizens, training, quality of life.
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