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of p <0.05.
3 RESULTS
Table 1 shows the results of assessment of quality of
life prior and post the VR training. Post After
training with VR, it was observed a significant
improvement in the pain (77.8%) and general health
(16.7%) domains (p <0.05). Although the remaining
domains showed improvements, it were with no
statistical significance (p>0.05). By analyzing the
dimensions of SF-36 questionnaire, it was identified
significant improvement in physical health
dimension (16.19%) (p <0.05).
Table 1: Assessment of life of quality.
Variables Experimental Time
Domains Prior Post
Functional Capacity 75 ± 21,0 81,6 ± 13,0
Physical Aspects 88,8 ± 13,2 86,1 ± 33,3
Pain 45,6 ± 24,2 81,1 ± 20,0*
General health
status
59,7 ± 15 69,7 ± 16,6*
Vitality 66,6 ± 20,9 71,6 ± 17,7
Social Aspects 93,1 ± 16,7 88,8 ± 19,2
Social Aspects 93,1 ± 16,7 88,8 ± 19,2
Emotional Aspects 74,1 ± 43,4 74,1 ± 36,4
Mental health 71,5 ± 20,0 71,1 ± 20,3
Dimensions Prior Post
Physical Health 335,9 ± 58,1 390,3 ± 99,1*
General Mental
Health
238,7 ± 68,4 234,1 ± 63,4
* Indicates p<0.05 (Post vs. Prior)
4 DISCUSSION
The aging favours the onset of functional limitations
and reduces the availability and motivation for
physical activity (Elward and Larson, 1992). Several
studies attribute to regular physical activity, as a
positive factor that favours longevity, reduction of
prescription drugs, prevention of cognitive decline,
maintain functional status, reducing the frequency of
falls and the incidence of fractures, in addition to the
psychological benefits such as improved self-esteem
(Elward and Larson, 1992).Moreover, it is justified
the inclusion of tools that seek to promote physical
activity by the elderly. Thus, the purpose of this
study was to investigate the effects of a exercise
training protocol in a virtual environment with the
Nintendo Wii games, on quality of life in elderly
healthy and not institutionalized.
The main findings of the present study are
associated with a better perception of the elderly as
their quality of life after use of the Nintendo Wii. It
was observed after the protocol with the Wii, a
significant improvement in the pain (ie, the elderly
reported less pain after study) and general health
domains and physical health dimension. Similarly,
Sposito et al., (2013) observed favourable results in
the quality of life of elderly women undergoing
training with the Nintendo Wii. Moreover, it has
been reported the possible benefit of Nintendo Wii
on physical and vitality (Cindy, 2008); (Graves et
al., 2008).
In summary, the results of this study support the
hypothesis that training with Nintendo Wii is
beneficial to improve the quality of life of elderly
healthy and functionally independent.
ACKNOWLEDGEMENTS
The authors thank the Fundação de Amparo à
Pesquisa do Estado de Minas Gerais (FAPEMIG -
APQ-02744-11) and the Instituto Federal de
Educação, Ciência e Tecnologia do Sul de Minas
Gerais (IFSULDEMINAS) for financial support.
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