1.Cardiovascular response and safety of virtual reality exergame in acute geriatric ward
Melinda Harini ; Widjajalaksmi Kusumaningsih ; Prasandhya Astagiri Yusuf ; Kuntjoro Harimurti ; Martina Wiwie Setiawan Nasrun ; Alida Rowsita Harahap ; Irma Ruslina Defi ; Satyanaya Widyaningrum ; Luthfi Saiful Arif ; Arierta Pujitresnani ; Boya Nugraha
Medical Journal of Indonesia 2026;35(2):99-106
BACKGROUND :
Exergames have been proven to effectively improve physical function, particularly in the elderly. Although, older adults were once considered a low-tech population, tailored exergame interventions have proven beneficial. However, utilizing virtual reality (VR) in group presents challenges related to both cognitive acceptance and cardiovascular tolerance. This study aimed to evaluate cardiovascular responses, safety, and exercise intensity or VR-based exergaming in an acute care setting and to explore what to consider when giving exergames to subjects with high comorbidity.
METHODS :
This pre-post study used the Oculus Meta Quest 2® platform in 32 elderly participants. Each completed a single exergame session. Pre- and post-session assessments included measurements of heart rate (HR), systolic blood pressure (SBP), and diastolic blood pressure (DBP). Cardiopulmonary sentinel signs were monitored thoroughly.
RESULTS :
Post-exergame HR was significantly higher than baseline (82 [18] beats per minute [bpm] versus 79 [17] bpm; p = 0.004; mean difference: 4 [8] bpm). Blood pressure decreased slightly, but not significantly (SBP: −1 [14] mmHg, p = 0.837; DBP: 0 [12] mmHg, p = 0.829). Most participants experienced light-intensity activities (n = 26, 81%). No sentinel events occurred.
CONCLUSIONS
A single session of VR exergaming safely increased HR above baseline in elderly participants, with activity predominantly classified as light intensity. Further studies should explore the determinants of exergame intensity to optimize prescriptions and tailoring.
elderly
;
exergames
;
heart rate
;
virtual reality


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