• AGNIESZKA KUJAWSKA Nicolaus Copernicus University, Collegium Medicum, Departament of Geriatrics, Marii Skłodowskiej Curie 9, 85-094 Bydgoszcz
  • SŁAWOMIR KUJAWSKI Nicolaus Copernicus University, Collegium Medicum, Departament of Geriatrics, Marii Skłodowskiej Curie 9, 85-094 Bydgoszcz
  • MAŁGORZATA GAJOS Nicolaus Copernicus University, Collegium Medicum, Departament of Geriatrics, Marii Skłodowskiej Curie 9, 85-094 Bydgoszcz
  • RADOSŁAW PERKOWSKI Nicolaus Copernicus University, Collegium Medicum, Departament of Geriatrics, Marii Skłodowskiej Curie 9, 85-094 Bydgoszcz
  • JOANNA ANDROSIUK Nicolaus Copernicus University, Collegium Medicum, Departament of Geriatrics, Marii Skłodowskiej Curie 9, 85-094 Bydgoszcz
  • JULITA JARECKA Nicolaus Copernicus University, Collegium Medicum, Departament of Geriatrics, Marii Skłodowskiej Curie 9, 85-094 Bydgoszcz
  • MARCIN KOŻUCHOWSKI Nicolaus Copernicus University, Collegium Medicum, Departament of Geriatrics, Marii Skłodowskiej Curie 9, 85-094 Bydgoszcz
  • PAULINA KASPERSKA Nicolaus Copernicus University, Collegium Medicum, Departament of Geriatrics, Marii Skłodowskiej Curie 9, 85-094 Bydgoszcz
  • SYLWIA PŁUSA Nicolaus Copernicus University, Collegium Medicum, Departament of Geriatrics, Marii Skłodowskiej Curie 9, 85-094 Bydgoszcz
  • WERONIKA TOPKA Nicolaus Copernicus University, Collegium Medicum, Departament of Geriatrics, Marii Skłodowskiej Curie 9, 85-094 Bydgoszcz
Keywords: electrical stimulation devices, video games, virtual reality, elderly


Developing Western societies are characterized by growing numbers of older people. This trend will increase in coming decades. Medicine and health care of developed countries has to stand against new needs of societies rich in people over sixty years old.

This paper will briefly review new technologies and ways of treating disorders of older people on the one hand, and reception of these methods by older patients on the other hand. We briefly describe therapeutic methods used in clinical neuroscience dividing them into 3 categories: therapies based on implantation of external devices into the organism, therapies using video games, and therapies using virtual reality. These therapies will be discussed according to three rules, that have been proposed considering the approach for effective therapeutic methods targeting older people.

It can be assumed that older people tend to be afraid of using unknown solutions, even to improve their own health states. Contrary to this claim, most of researches report very high rate of acceptance of aforementioned techniques by older people. However, laboratory teams should treat older people with extreme care so as  to not provoke aversion to technologies used in intervention


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