2.4.2. Proprioceptive Training Based on Virtual Realities (Exergame Group/GEX)
adduction/abduction movements
The proprioceptive training based on virtual realities “exergames” was performed using the Xbox Kinect One videogame from MicrosoftThe game used was Kinect Sports Rivals, which simulates six sports activities: jet ski racing, climbing, soccer, bowling, tennis, and target shooting. The selection of the games was guided by the analysis of the motor demands offered by each one of them, which ranged from basic motor skills, such as squatting and lifting, jumping, turning, tilting the trunk, moving laterally and anteroposteriorly, and moving the arms in all directions to more complex motor skills that stimulated coordination, balance, stability, and proprioception, such as extending an arm and flexing the contralateral leg, which is associated with body thrust (climbing game). This also included performing lateral-lateral displacements associated with the flexion/extension and adduction/abduction movements of the upper limbs (a tennis game); performing kicks, displacements, and body rotation (a soccer game); performing hip and knee flexion, with trunk rotation and inclination (jet ski game); and performing hip, knee, and ankle flexion with lower limbs in an alternate position, associated with trunk inclination and shoulder flexion/extension movement (bowling game).The training with exergames was carried out in a room with no objects that could interfere with the performance of the older women, and in which the games were projected on the wall using an Epson Power Lite S8+ projector and a set of Multilaser 60 WRms Sp088 speakers. The participants were accompanied by researchers and performed the activities in pairs, barefoot, and positioned in front of the Kinect sensor at a distance of three meters.Each session consisted of training with three games previously selected by lottery, and the duration of each game was 10 min, for a total of 30 min. The order of the games in each session was also conducted by lottery; every six sessions, a new lottery was held, where one game was replaced by another, allowing the participants to have contact at the end of the training with all five selected games.