exergames

Exergames
  • 文章类型: Clinical Trial Protocol
    简介:姿势控制和功能活动障碍是帕金森病(PD)的衰弱症状。除了限制日常生活活动中的表现,它与该人群中跌倒的患病率较高有关。特别是,姿势控制功能障碍对多巴胺能替代疗法没有反应,但是物理治疗可以改善PD患者的预后。目的:本研究的目的是分析基于KinectAdventures游戏的训练与基于欧洲物理治疗指南核心领域的常规物理治疗方案相比的效果,功能移动性,对平衡的自信的自我感知,生活质量(QoL),下肢肌肉力量,转移技能和运动功能,以及观察依从性和安全干预措施。方法:将38例特发性PD患者随机分为两组,进行了14次培训,每周两次,共60分钟。主要结果使用Mini-Balance评估系统测试(Mini-BESTest)评估姿势控制。以下作为次要结果进行了评估:稳定性极限;通过计算机姿势描记术平衡功能储备和压力区域中心;通过定时向上和进行测试的功能移动性;通过特定活动平衡信心量表对平衡的自信心;通过帕金森氏病问卷进行的QoL;通过五次坐姿测试进行的下肢肌肉力量;以及通过统一帕金森氏病等级量表进行的运动功能。结果:患者完成培训课程的安全性和依从性很高。培训后,姿势控制有了显着改善,运动功能,和QoL。结论:两种干预措施都被证明是安全的,适用,有效改善姿势控制,QoL,PD患者的运动功能。然而,在PD患者中,KinectAdventures游戏和常规理疗方案的效果没有差异。巴西临床试验注册中心(RBR-27kqv5)。
    Introduction: Impairment of postural control and functional mobility are debilitating symptoms of Parkinson\'s disease (PD). In addition to limiting performance in activities of daily living, it is associated with a higher prevalence of falls in this population. Particularly, dysfunction in postural control does not respond to dopaminergic replacement therapy, but physiotherapy can improve this outcome in patients with PD. Objective: The aim of this study was to analyze the effects of training based on Kinect Adventures games compared with a conventional physiotherapy protocol based on the core areas of the European physiotherapy guideline in patients with PD on postural control, functional mobility, self-perception of confidence in the balance, quality of life (QoL), lower limb muscle strength, transfer skill and motor function, as well as to observe adherence and safety interventions. Methods: Thirty-eight patients diagnosed with idiopathic PD were randomized into two groups, and performed 14 training sessions, twice a week for 60 minutes. The primary outcome assessed postural control using the Mini-Balance Evaluation Systems Test (Mini-BESTest). The following were evaluated as secondary outcomes: limit of stability; balance functional reserve and center of pressure area by computerized posturography; functional mobility by the Timed Up and Go test; self-confidence in balance through the Activities-specific Balance Confidence scale; QoL through the Parkinson\'s Disease Questionnaire; lower limb muscle strength by the Five Times Sit-To-Stand test; and motor function by the Unified Parkinson\'s Disease Rating Scale. Results: Patients completed training sessions with high rates of safety and adherence. After training, there was a significant improvement in postural control, motor function, and QoL. Conclusion: Both interventions proved to be safe, applicable, and effective to improve postural control, QoL, and motor function in patients with PD. However, there was no difference between the effects of Kinect Adventures games and conventional physiotherapeutic protocol in patients with PD. Brazilian Registry of Clinical Trials (RBR-27kqv5).
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  • 文章类型: Journal Article
    背景:尽管已经在广泛的设置中研究了全身坐姿练习(即,homes,医院,和日托中心),他们很少被转换成坐式运动游戏。此外,关于沉浸式虚拟现实(iVR)基于全身姿势的站立游戏的研究越来越多,但是坐姿运动的适用性和实用性在很大程度上仍未被探索。
    目的:本研究旨在评估基于全身姿势的iVR站立运动游戏和坐姿运动游戏在游戏性能方面的差异,内在动机,和晕动病。
    方法:共有52名参与者完成了实验。游戏模式(站立和坐着)的顺序是平衡的。游戏性能通过动作或手势完成时间和错过手势的数量来评估。运动通过平均心率(HR)百分比(AvgHR%)来衡量,增加HR%,燃烧的卡路里,和博格6-20问卷。用内在动机量表(IMI)评估内在动机,而晕动病是通过运动病评估问卷(MSAQ)进行评估的。此外,我们使用10点Likert量表问卷测量了跌倒的恐惧。
    结果:坐姿游戏中的玩家比站立游戏中的玩家错过了更多的手势,但整体漏检率较低(2.3/120,1.9%)。分析得出的AvgHR%明显更高,增加HR%,燃烧的卡路里,和Borg6-20对坐姿运动运动的感知运动值的评分(所有P<.001)。坐姿运动在外围疾病(P=.02)和与sopite相关的疾病(MSAQ)(P=.004)上的评分明显高于站立运动运动。据报道,坐姿游戏的IMI子量表“价值/有用性”的得分高于站立游戏。就内在动机(兴趣/享受,P=.96;感知能力,P=.26;压力/张力,P=.42)和对跌倒的恐惧(P=.25)。
    结论:坐式iVR全身基于手势的运动游戏可以是站立运动游戏的宝贵补充。坐着的运动游戏有可能导致更高的运动,为玩家提供更高的价值,与站立运动相比,更适用于狭小的空间。然而,坐姿运动游戏的手势需要精心设计,以尽量减少晕动病,与站立运动游戏相比,应该给用户更多的时间在坐运动游戏中执行手势。
    BACKGROUND: Although full-body seated exercises have been studied in a wide range of settings (ie, homes, hospitals, and daycare centers), they have rarely been converted to seated exergames. In addition, there is an increasing number of studies on immersive virtual reality (iVR) full-body gesture-based standing exergames, but the suitability and usefulness of seated exergames remain largely unexplored.
    OBJECTIVE: This study aimed to evaluate the difference between playing a full-body gesture-based iVR standing exergame and seated exergame in terms of gameplay performance, intrinsic motivation, and motion sickness.
    METHODS: A total of 52 participants completed the experiment. The order of the game mode (standing and sitting) was counterbalanced. Gameplay performance was evaluated by action or gesture completion time and the number of missed gestures. Exertion was measured by the average heart rate (HR) percentage (AvgHR%), increased HR%, calories burned, and the Borg 6-20 questionnaire. Intrinsic motivation was assessed with the Intrinsic Motivation Inventory (IMI), whereas motion sickness was assessed via the Motion Sickness Assessment Questionnaire (MSAQ). In addition, we measured the fear of falling using a 10-point Likert scale questionnaire.
    RESULTS: Players missed more gestures in the seated exergame than in the standing exergame, but the overall miss rate was low (2.3/120, 1.9%). The analysis yielded significantly higher AvgHR%, increased HR%, calories burned, and Borg 6-20 rating of perceived exertion values for the seated exergame (all P<.001). The seated exergame was rated significantly higher on peripheral sickness (P=.02) and sopite-related sickness (MSAQ) (P=.004) than the standing exergame. The score of the subscale \"value/usefulness\" from IMI was reported to be higher for the seated exergame than the standing exergame. There was no significant difference between the seated exergame and standing exergame in terms of intrinsic motivation (interest/enjoyment, P=.96; perceived competence, P=.26; pressure/tension, P=.42) and the fear of falling (P=.25).
    CONCLUSIONS: Seated iVR full-body gesture-based exergames can be valuable complements to standing exergames. Seated exergames have the potential to lead to higher exertion, provide higher value to players, and be more applicable in small spaces compared with standing exergames. However, gestures for seated exergames need to be designed carefully to minimize motion sickness, and more time should be given to users to perform gestures in seated exergames compared with standing exergames.
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