关键词: active video game exergame fall prevention falls older adults sheltered housing strength and balance telecare

Mesh : Humans Accidental Falls / prevention & control Feasibility Studies Male Female Aged Exercise Therapy / methods Video Games Aged, 80 and over Focus Groups

来  源:   DOI:10.3389/fpubh.2024.1344019   PDF(Pubmed)

Abstract:
UNASSIGNED: Falls prevention is a global priority given its substantial impact on older adults and cost to healthcare systems. Advances in telerehabilitation technology such as `exergaming\' show potential for delivering accessible, engaging exercise programs for older adults. This study aimed to establish the feasibility, acceptability and usability of exergaming in sheltered housing.
UNASSIGNED: A mixed-methods study with participants randomised in 2 sheltered housing facilities to intervention (n = 1 home, 12 participants) and control (n = 1 home 2, 12 participants) provided usual care for all, (physiotherapy prescribed strength and balance exercises and falls prevention advice) and a 6-week supervised exergaming programme (MIRA) offered 3 times per week to the intervention group only. At 6 weeks, feasibility, usability and acceptability outcomes were collected and analysed using descriptive statistics; qualitative focus groups with participants and interviews with staff were also completed and thematically analysed to elicit barriers and facilitators to usability and acceptability.
UNASSIGNED: Mean exercise per week increased from 10.6 to 14.1 minutes in the control group and 9.6 to 36.8 minutes in the intervention group. All study processes and measures appeared feasible; 72% of those invited consented to taking part and 92% completed 6-week follow-up. Individual domains for the System Usability Scores (SUS) showed participants felt `very confident\' using the system with support (70%), would `like to use exergames frequently\' (50%) and found the system `easy to use\' (90%). However, they also felt they `needed to learn a lot at the beginning\' (40%) and would `need technical support\' (70%) for independent use of the exergames. Mean overall SUS was 63 reflecting moderate usability for independent use. Qualitative data indicated exergames were well received and highlighted motivational and social aspects; costs and set up. Staff also felt exergaming complemented traditional care.
UNASSIGNED: Our study contributes to the evidence guiding the use of exergames to deliver suitable falls prevention interventions for older adults within sheltered housing in community settings.
摘要:
跌倒预防是全球优先事项,因为它对老年人的重大影响和医疗保健系统的成本。远程康复技术的进步,如“exergaming”,显示出提供无障碍服务的潜力,参与老年人的锻炼计划。本研究旨在建立可行性,庇护住房中exergaming的可接受性和可用性。
一项混合方法研究,参与者随机进入2个庇护住房设施进行干预(n=1个家庭,12名参与者)和控制(n=1家2,12名参与者)为所有人提供日常护理,(物理治疗规定的力量和平衡运动以及预防跌倒的建议)和为期6周的监督运动游戏计划(MIRA)每周仅向干预组提供3次。在6周,可行性,使用描述性统计数据收集并分析了可用性和可接受性结果;还完成了与参与者的定性焦点小组和与工作人员的访谈,并进行了主题分析,以引出可用性和可接受性的障碍和促进者。
对照组每周平均运动时间从10.6分钟增加到14.1分钟,干预组增加到9.6分钟到36.8分钟。所有研究过程和措施似乎都是可行的;72%的受访者同意参加,92%的人完成了为期6周的随访。系统可用性分数(SUS)的各个域显示,参与者在支持下使用系统感到“非常自信”(70%),“想经常使用exerggames”(50%),并发现该系统“易于使用”(90%)。然而,他们还认为他们“一开始需要学习很多东西”(40%),并且“需要技术支持”(70%)以独立使用游戏。平均总体SUS为63,反映了独立使用的中等可用性。定性数据表明,运动游戏广受好评,并强调了动机和社会方面;成本和设置。工作人员还感到游戏补充了传统护理。
我们的研究有助于提供证据,指导使用exergames为社区庇护所内的老年人提供合适的跌倒预防干预措施。
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