exergames

Exergames
  • 文章类型: Journal Article
    Exergames是一种创新方法,可以促进神经可塑性并提高老年人的认知能力。本研究旨在比较单任务和多任务运动对轻度认知障碍(MCI)老年人认知能力的影响。
    使用PubMed,WebofScience,EBSCO,Elsevier,ProQuest,中国国家知识基础设施(CNKI),万方和VIP数据库的相关文章从数据库建立开始到2024年4月1日。纳入标准是:(i)年龄在60岁或以上的参与者被诊断为轻度认知障碍,(ii)使用随机对照试验(RCT);(iii)涉及体力活动或作为主要变量的运动的干预措施;(iv)使用标准化神经心理学工具评估认知功能的结局指标,包括样本量的统计数据,意思是,和标准偏差。最后,纳入的研究共有526名参与者.使用平均差(MD)和95%置信区间(CI)来合成数据中的效应大小。
    包括11项研究。由于干预方法的差异,对纳入的研究进行亚组分析.与蒙特利尔认知评估量表评估的对照组相比,单任务干预改善了MCI老年人的认知能力(MD3.40,95%CI2.43-4.37),简易精神状态量表(MD2.38,95%CI-2.03至2.72),跟踪测试(MD-3.89,95%CI-6.45至-1.33),和数字跨度正向检验(MD1.16,95%CI0.73-1.60)。
    这项荟萃分析支持,运动游戏可能是MCI患者的有效认知康复方法。我们的研究建议患者实施定制的exergames计划并长期坚持。有必要注意运动指南并提供临床医生的证据。
    (1)这项荟萃分析支持运动游戏可能是MCI患者的有效认知康复方法。我们的研究建议患者实施定制的exergames计划并长期坚持。有必要注意运动指南并提供临床医生的证据。(2)本研究为针对轻度认知障碍开发的VR任务的临床实用性提供了初步证据。(3)在本文中,只搜索了中文和英文的相关研究,没有其他语言的研究被搜索。
    UNASSIGNED: Exergames are an innovative method that can promote neuroplasticity and improve the cognitive abilities of the elderly. This study aimed to compare the effects of single-task and multi-task exergames on the cognitive ability of the elderly with mild cognitive impairment (MCI).
    UNASSIGNED: Computerized literature search was performed using PubMed, Web of Science, EBSCO, Elsevier, ProQuest, China National Knowledge Infrastructure (CNKI), Wanfang and VIP database to identify relevant articles from the establishment of the database from inception to April 1, 2024. The inclusion criteria were: (i) participants aged 60 or older diagnosed with mild cognitive impairment, regardless of gender; (ii) use of randomized controlled trials (RCTs); (iii) interventions involving exergames with physical activity or as the primary variable; and (iv) outcome measures using standardized neuropsychological instruments to assess cognitive function, including statistical data on sample size, mean, and standard deviation. Finally, the included study comprised a total of 526 participants. Mean difference (MD) and 95% confidence interval (CI) were used to synthesize the effect size in the data.
    UNASSIGNED: 11 studies were included. Due to the differences in the intervention methods, subgroup analysis was performed on the included research. Compared with the control group assessed by the Montreal Cognitive Assessment Scale, the single-task intervention improved the cognitive ability of the elderly with MCI (MD 3.40, 95% CI 2.43-4.37), the Mini-Mental State Examination Scale (MD 2.38, 95% CI -2.03 to 2.72), the Trail Making Test (MD -3.89, 95% CI -6.45 to -1.33), and the Digit Span Forward test (MD 1.16, 95% CI 0.73-1.60).
    UNASSIGNED: This meta-analysis supports that exergames could be an effective cognitive rehabilitation method for MCI patients. Our study recommends that patients implement a customized exergames program and adhere to it for a long time. It is necessary to pay attention to the exercise guidelines and provide evidence from clinicians.
    UNASSIGNED: (1) This meta-analysis supports that exergames could be an effective cognitive rehabilitation method for MCI patients. Our study recommends that patients implement a customized exergames program and adhere to it for a long time. It is necessary to pay attention to the exercise guidelines and provide evidence from clinicians. (2) This research provides preliminary evidence for the clinical utility of VR tasks developed for mild cognitive impairment. (3) In this paper, only relevant studies in Chinese and English were searched, and no studies in other languages were searched.
    导出

    更多引用

    收藏

    翻译标题摘要

    我要上传

       PDF(Pubmed)

  • 文章类型: Journal Article
    背景:很大一部分患有发育协调障碍(DCD)的青少年身体不活跃。体育素养已被描述为促进健康行为的重要决定因素。在典型的发育中的儿童中,人们已经认识到运动游戏提高身体素养和活动的潜力。本范围审查的目的是确定和绘制DCD青少年潜力的可用证据。
    方法:通过PubMed的文献检索进行了范围审查,WebofScience,Embase,ERIC和CINHAIL。
    结果:来自2860条搜索记录,六项研究(两项DCD研究和四项脑瘫[CP]研究)评估了身体活动,12项研究讨论了游戏功能,16项研究评估了身体素养领域。在DCD中,一项研究表明,运动游戏对身体活动有积极影响,另一项研究未能显示运动游戏的任何显著影响。在CP中,所有四项研究都证明了运动对能量消耗和日常体力活动的积极影响。此外,显示了运动游戏对不同体育素养领域的积极影响,即运动能力,自我概念和影响,动机和社会/经验。最后,exergame功能,包括多人模式,现实主义,游戏奖励,挑战和乐趣被证明对激励和鼓励青少年在玩耍时付出更多的努力有显著的影响。
    结论:基于运动对其他人群体力活动的积极影响,有必要对患有DCD的青少年进行更深入的研究,以抵消患有DCD的个体中身体活动行为的下降。在这方面,体育素养应被视为重要的决定因素。
    BACKGROUND: A large proportion of adolescents with developmental coordination disorder (DCD) are physically inactive. Physical literacy has been described as an important determinant in promoting health behaviours. The potential of exergames to improve physical literacy and activity has been recognized in typically developing children. The aim of the present scoping review was to identify and map the available evidence of this potential for adolescents with DCD.
    METHODS: A scoping review was performed via a literature search in PubMed, Web of Science, Embase, ERIC and CINHAIL.
    RESULTS: From 2860 search records, six studies (two studies in DCD and four studies in cerebral palsy [CP]) assessed physical activity, 12 studies discussed exergame features and 16 studies assessed physical literacy domains. In DCD, one study showed positive effects of exergaming on physical activity and the other failed to show any significant effects of exergaming. In CP, all four studies demonstrated positive effects of exergaming on energy expenditure and daily physical activity. Furthermore, positive effects of exergames on the different physical literacy domains were shown, namely motor competence, self-concept and affect, motivation and social/experiential. Finally, exergame features including multiplayer modes, realism, game rewards, challenges and enjoyment were shown to have a significant effect on motivating and encouraging adolescents to exert more effort while playing.
    CONCLUSIONS: Based on the positive effects of exergaming on physical activity in other populations, more in-depth research in adolescents with DCD is warranted such that the decline in physical activity behaviour that is present in individuals with DCD can be counteracted. Physical literacy should be regarded as an important determinant in this regard.
    导出

    更多引用

    收藏

    翻译标题摘要

    我要上传

    求助全文

  • 文章类型: Journal Article
    背景:患有罕见神经系统疾病(RNDs)的人经常会出现与运动障碍有关的症状,需要多学科的方法,包括康复。应用于康复和症状监测的远程医疗可能适合确保治疗一致性和个性化干预。本范围审查的目的是强调远程康复和远程评估在管理RND内运动障碍中的潜在作用。通过对现有文献进行系统的概述,我们试图强调潜在的干预措施,结果,和关键问题。方法:在PubMed上进行文献检索,谷歌学者,IEEE,和Scopus直到2024年3月。遵循两个纳入标准:(1)专注于远程康复和远程评估的论文,以及(2)处理RND运动障碍的论文。结果:18篇论文符合纳入标准。主要干预措施是基于家庭的软件和培训计划,exergames,可穿戴传感器,智能手机应用程序,用于远程康复的虚拟现实和数字音乐播放器;可穿戴传感器,移动应用程序,和病人家庭视频进行远程评估。关键发现揭示了步态的积极结果,balance,肢体残疾,和远程监控。局限性包括样本量小,干预持续时间短,缺乏标准化的协议。结论:这篇综述强调了远程康复和远程评估在解决RND中运动障碍方面的潜力。数据表明,这些模式可能在支持常规计划方面发挥重要作用。通过多中心研究解决局限性,长期随访,标准化协议是必不可少的。这些措施对于改善远程康复和评估至关重要,有助于提高RND患者的生活质量。
    Background: People with rare neurological diseases (RNDs) often experience symptoms related to movement disorders, requiring a multidisciplinary approach, including rehabilitation. Telemedicine applied to rehabilitation and symptom monitoring may be suitable to ensure treatment consistency and personalized intervention. The objective of this scoping review aimed to emphasize the potential role of telerehabilitation and teleassessment in managing movement disorders within RNDs. By providing a systematic overview of the available literature, we sought to highlight potential interventions, outcomes, and critical issues. Methods: A literature search was conducted on PubMed, Google Scholar, IEEE, and Scopus up to March 2024. Two inclusion criteria were followed: (1) papers focusing on telerehabilitation and teleassessment and (2) papers dealing with movement disorders in RNDs. Results: Eighteen papers fulfilled the inclusion criteria. The main interventions were home-based software and training programs, exergames, wearable sensors, smartphone applications, virtual reality and digital music players for telerehabilitation; wearable sensors, mobile applications, and patient home video for teleassessment. Key findings revealed positive outcomes in gait, balance, limb disability, and in remote monitoring. Limitations include small sample sizes, short intervention durations, and the lack of standardized protocols. Conclusion: This review highlighted the potential of telerehabilitation and teleassessment in addressing movement disorders within RNDs. Data indicate that these modalities may play a major role in supporting conventional programs. Addressing limitations through multicenter studies, longer-term follow-ups, and standardized protocols is essential. These measures are essential for improving remote rehabilitation and assessment, contributing to an improved quality of life for people with RNDs.
    导出

    更多引用

    收藏

    翻译标题摘要

    我要上传

    求助全文

  • 文章类型: Journal Article
    这项研究旨在确定设计虚拟康复的有效方法,以获得身体改善(例如平衡和步态)和支持参与(即动机)的骨质疏松症或其他肌肉骨骼疾病的人。骨质疏松症是一种系统性骨骼疾病,是全球最常见的疾病之一。影响5亿成年人。尽管骨质疏松症患者的数量相似,或者比那些被诊断患有心血管疾病和痴呆症的人更多,骨质疏松症没有得到同样的认可。全球,骨质疏松症每年导致890万例骨折;它与严重的疼痛有关,痛苦,残疾和死亡率上升。物理治疗作为避免骨质疏松症骨折的康复策略的重要性不能过分强调。然而,主要的康复挑战与参与和参与有关。使用虚拟康复来解决在提供身体改善方面的这些挑战越来越受欢迎。由于目前缺乏将虚拟康复应用于骨质疏松症患者的文献,作者扩大了搜索参数,包括与其他骨骼疾病的虚拟康复有关的文章(例如,强直性脊柱炎,脊髓损伤,电机康复,等。).这项系统的审查最初确定了130个标题,其中23篇文章(涉及539名参与者)符合所有资格和选择标准。确定了四组支持虚拟康复的设备:头戴式显示器,平衡板,相机和更具体的设备。每个设备都支持身体改善(即平衡,肌肉力量和步态)训练后。这篇综述表明:(a)每种设备都允许在不同程度的浸入下进行改进,(b)技术选择取决于护理需求,(c)虚拟康复可以等同于并增强常规治疗,并可能增加患者对物理治疗的参与。
    This study aims to identify effective ways to design virtual rehabilitation to obtain physical improvement (e.g. balance and gait) and support engagement (i.e. motivation) for people with osteoporosis or other musculoskeletal disorders. Osteoporosis is a systemic skeletal disorder and is among the most prevalent diseases globally, affecting 0.5 billion adults. Despite the fact that the number of people with osteoporosis is similar to, or greater than those diagnosed with cardiovascular disease and dementia, osteoporosis does not receive the same recognition. Worldwide, osteoporosis causes 8.9 million fractures annually; it is associated with substantial pain, suffering, disability and increased mortality. The importance of physical therapy as a rehabilitation strategy to avoid osteoporosis fracture cannot be over-emphasised. However, the main rehabilitation challenges relate to engagement and participation. The use of virtual rehabilitation to address such challenges in the delivery of physical improvement is gaining in popularity. As there currently is a paucity of literature applying virtual rehabilitation to patients with osteoporosis, the authors broadened the search parameters to include articles relating to the virtual rehabilitation of other skeletal disorders (e.g. Ankylosing spondylitis, spinal cord injury, motor rehabilitation, etc.). This systematic review initially identified 130 titles, from which 23 articles (involving 539 participants) met all eligibility and selection criteria. Four groups of devices supporting virtual rehabilitation were identified: a head-mounted display, a balance board, a camera and more specific devices. Each device supported physical improvement (i.e. balance, muscle strength and gait) post-training. This review has shown that: (a) each device allowed improvement with different degrees of immersion, (b) the technology choice is dependent on the care need and (c) virtual rehabilitation can be equivalent to and enhance conventional therapy and potentially increase the patient\'s engagement with physical therapy.
    导出

    更多引用

    收藏

    翻译标题摘要

    我要上传

       PDF(Pubmed)

  • 文章类型: Journal Article
    久坐的行为和能源支出不足是年轻人严重的全球公共卫生问题。技术的指数增长成为促进体育锻炼的宝贵机会,特别是通过活跃的视频游戏。我们根据PubMed的系统评价和荟萃分析指南的首选报告项目进行了系统评价,WebofScience,科克伦,和Scopus提供了有关青少年玩活跃视频游戏时能量消耗水平的文献的全面视图。在第一个筛选阶段确定的574份手稿中,保留23个用于分析。10项研究以纵向为特征,13项研究以横截面设计为特征。结果表明,短期活动视频游戏产生的能量消耗值可与中等强度的身体活动(3-6MET)相媲美。然而,在干预计划中(至少6周),结果表明,在基线和随访评估之间,活跃的视频游戏对青少年的能量消耗水平和身体活动概况没有显著影响.总的来说,基于体育和舞蹈的活跃视频游戏是最常用的,男孩往往比女孩获得更高的能量消耗。实施方法的多样性限制了比较结果和得出广义结论。然而,考虑到它对年轻人的吸引力,活跃的视频游戏可能会成为学校和当地社区推广的传统体育活动的补充工具。在基于标准化方法的未来研究中,应考虑有关性别差异和纵向方法的矛盾结果的详细信息。
    Sedentary behavior and inadequate energy expenditure are serious global public health concerns among youngsters. The exponential growth in technology emerges as a valuable opportunity to foster physical activity, particularly through active video games. We performed a systematic review following the Preferred Reporting Items for Systematic Reviews and Meta-Analyses guidelines in PubMed, Web of Science, Cochrane, and Scopus to provide a comprehensive view of the literature on energy expenditure levels among adolescents while playing active video games. Among the 574 manuscripts identified at the first screening stage, 23 were retained for analysis. Ten studies were characterized by longitudinal and thirteen by cross-sectional designs. The results showed that short-term active video games elicited energy expenditure values comparable to moderate-intensity physical activity (3-6 METs). However, in intervention programs (with at least six weeks) the results indicate no significant effects of active video games on youngsters\' energy expenditure levels and physical activity profiles between baseline and follow-up assessments. Overall, active video games based on sports and dance were the most used, and boys tended to achieve higher energy expenditure than girls. The diversity of methods implemented limits comparing results and drawing generalized conclusions. However, considering its attractiveness to youth, active video games might emerge as a complementary tool to traditional physical activities promoted in schools and local communities. Details regarding gender differences and contradictory results of longitudinal approaches should be considered in future research based on standardized methods.
    导出

    更多引用

    收藏

    翻译标题摘要

    我要上传

       PDF(Pubmed)

  • 文章类型: Systematic Review
    许多研究表明,个性化运动游戏对促进定期和适当的运动具有积极作用。然而,对exergames的设计特点和评价没有共识。本文对已发表的研究文献进行了系统的回顾,旨在探讨其一般特征,个性化特征,以及对中老年人个性化运动的评估。我们筛选了发表在WebofScience上的研究,Scopus,PubMed,ACM,和IEEEXplore数据库,提取的数据,并根据系统评价和Meta分析扩展的首选报告项目进行主题分析。从24篇论文中产生了三个主要主题和九个次主题。此外,开发了游戏个性化模型(FACTS)和评价系统(PMSS)。个性化运动游戏对激励中老年人锻炼和改善健康有潜在的积极影响,特别是身体,心理,和社会健康。然而,未来有必要对个性化游戏进行更细粒度的研究。
    Many studies have shown that personalized exergames have a positive effect on promoting regular and proper exercise. However, there is no consensus on the design characteristics and evaluation of exergames. This systematic review of published research literature aimed to explore the general characteristics, personalization characteristics, and evaluation of personalized exergames for middle-aged and older people. We screened published studies in the Web of Science, Scopus, PubMed, ACM, and IEEE Xplore databases, extracted data, and performed a thematic analysis according to the Preferred Reporting Items for Systematic reviews and Meta-Analyses extension for Scoping Reviews checklist. Three main themes and nine subthemes were generated from 24 included papers. Moreover, a personalization model (FACTS) and evaluation system (PMSS) of exergames were developed. Personalized exergames had potential positive effects on motivating middle-aged and older people to exercise and improve their health, particularly physical, mental, and social health. However, more fine-grained studies on personalized exergames are necessary in the future.
    导出

    更多引用

    收藏

    翻译标题摘要

    我要上传

    求助全文

  • 文章类型: Journal Article
    运动游戏(同时促进认知和身体活动的视频游戏)有益于老年人群的执行功能。有人认为,与单独的认知或运动训练相比,运动游戏可能会产生更大的影响。但是很少有评论从青年的实验研究中综合了运动对执行功能的因果因素。这篇综述调查了(1)各种类型的运动游戏和相关的比较条件(2)在青年运动游戏研究中通常使用的执行功能结果评估(3)通过评估将运动游戏与认知进行比较的实验研究来评估运动游戏的功效,锻炼,和被动控制条件,包括效应大小和(4)运动游戏引起的执行功能变化的潜在机制。来自10项研究的607名参与者的合格结果数据。参与者的年龄在4-21岁之间(Mage=10.46)。研究结果表明,从急性和慢性研究来看,运动游戏都可以改善执行功能的各个方面。尽管游戏环境有很高的可变性,剂量,人口,和结果评估,在所有研究中,与被动控制条件相比,执行功能有所改善。虽然有证据表明,相对于被动控制条件,表现出了优势,在将运动游戏与久坐的认知和运动比较条件进行比较时,证据参差不齐。确定了这些混合结果的潜在来源以及解决该领域当前差距的未来方向。随着视频游戏和技术的使用呈指数级增长,对儿童久坐行为和游戏剥夺的担忧也在增加,需要促进身体和认知活动的循证实践。
    Exergames (video games that promote cognitive and physical activity simultaneously) benefit executive function in elderly populations. It has been suggested that exergames may induce larger effects than cognitive or exercise training alone, but few reviews have synthesized the causal factors of exergames on executive function from experimental research with youth. This review investigates (1) the various types of exergames and associated comparison conditions (2) the executive function outcome assessments commonly utilized in exergame research with youth (3) the efficacy of exergames by evaluating experimental studies that compared exergaming to cognitive, exercise, and passive control conditions inclusive of effect sizes and (4) the potential mechanisms underlying the changes in executive function induced from exergames. Eligible outcome data were available from 607 participants across ten studies, with the age of participants ranging from 4-21 (Mage=10.46). The findings indicate that exergames improve aspects of executive function from both acute and chronic studies. Despite the high variability of exergame contexts, dosage, populations, and outcome assessments, improvements in executive function comparing exergaming to passive control conditions were exhibited across all studies. While there is evidence of exergaming demonstrating advantages over passive control conditions, evidence is mixed when comparing exergaming to sedentary cognitive and exercise comparison conditions. Potential sources of these mixed results and future directions to address current gaps in the field are identified. As video game and technology use grows exponentially and concerns of childhood sedentary behavior and play deprivation increase, evidence-based practices that promote both physical and cognitive activity are needed.
    导出

    更多引用

    收藏

    翻译标题摘要

    我要上传

       PDF(Pubmed)

  • 文章类型: Meta-Analysis
    背景:学习障碍是由衰老引起的主要认知障碍。用于改善老年人学习的干预措施包括严肃的游戏,是为娱乐以外的目的而设计的参与性电子游戏。尽管一些系统的评论已经检查了严肃游戏对学习的有效性,它们受到一些限制的破坏,比如关注没有认知障碍的老年人,专注于特定类型的严肃游戏,并且在分析中不考虑比较器类型。
    目的:本综述旨在评估严重游戏对认知障碍老年人言语和非言语学习的影响。
    方法:检索了8个电子数据库,以检索与本系统综述和荟萃分析相关的研究。此外,我们浏览了引用纳入研究的研究,筛选了纳入研究的参考文献列表和相关综述.两名评审员独立检查了确定的研究的资格,从纳入的研究中提取数据,并评估了他们的偏见风险和证据质量。纳入研究的结果采用叙事综合或荟萃分析进行总结,视情况而定。
    结果:在检索到的559篇引文中,11项(2%)随机对照试验(RCTs)最终符合本次审查的所有资格标准。对45%(5/11)的RCT进行的荟萃分析显示,与没有干预或虚假干预相比,严肃的游戏可有效改善患有认知障碍的老年人的口头学习(P=0.04)。严重的游戏对轻度认知障碍患者和阿尔茨海默病患者之间的言语学习没有不同的影响(P=0.89)。对18%(2/11)的RCT进行的荟萃分析显示,严肃的游戏在促进口头学习方面与常规练习一样有效(P=.98)。我们还发现,在增强非语言学习方面,严肃游戏优于无干预或虚假干预(4/11,36%;P=0.03)和常规认知训练(2/11,18%;P<.001)。
    结论:严肃的游戏有可能增强认知障碍老年人的言语和非言语学习能力。然而,由于证据质量低,我们的发现仍然没有定论,大多数荟萃分析研究的样本量较小(6/8,75%),以及荟萃分析中包含的研究很少。因此,直到提供更多令人信服的证据证明其有效性,严肃的游戏应该被用来补充目前对言语和非言语学习的干预措施,而不是完全取代它们。需要进一步的研究来比较严肃的游戏与传统的认知训练和传统的练习,以及不同类型的严肃游戏,不同的平台,不同的干预时期,和不同的随访期。
    背景:PROSPEROCRD42022348849;https://tinyurl.com/y6yewwfa.
    Learning disabilities are among the major cognitive impairments caused by aging. Among the interventions used to improve learning among older adults are serious games, which are participative electronic games designed for purposes other than entertainment. Although some systematic reviews have examined the effectiveness of serious games on learning, they are undermined by some limitations, such as focusing on older adults without cognitive impairments, focusing on particular types of serious games, and not considering the comparator type in the analysis.
    This review aimed to evaluate the effectiveness of serious games on verbal and nonverbal learning among older adults with cognitive impairment.
    Eight electronic databases were searched to retrieve studies relevant to this systematic review and meta-analysis. Furthermore, we went through the studies that cited the included studies and screened the reference lists of the included studies and relevant reviews. Two reviewers independently checked the eligibility of the identified studies, extracted data from the included studies, and appraised their risk of bias and the quality of the evidence. The results of the included studies were summarized using a narrative synthesis or meta-analysis, as appropriate.
    Of the 559 citations retrieved, 11 (2%) randomized controlled trials (RCTs) ultimately met all eligibility criteria for this review. A meta-analysis of 45% (5/11) of the RCTs revealed that serious games are effective in improving verbal learning among older adults with cognitive impairment in comparison with no or sham interventions (P=.04), and serious games do not have a different effect on verbal learning between patients with mild cognitive impairment and those with Alzheimer disease (P=.89). A meta-analysis of 18% (2/11) of the RCTs revealed that serious games are as effective as conventional exercises in promoting verbal learning (P=.98). We also found that serious games outperformed no or sham interventions (4/11, 36%; P=.03) and conventional cognitive training (2/11, 18%; P<.001) in enhancing nonverbal learning.
    Serious games have the potential to enhance verbal and nonverbal learning among older adults with cognitive impairment. However, our findings remain inconclusive because of the low quality of evidence, the small sample size in most of the meta-analyzed studies (6/8, 75%), and the paucity of studies included in the meta-analyses. Thus, until further convincing proof of their effectiveness is offered, serious games should be used to supplement current interventions for verbal and nonverbal learning rather than replace them entirely. Further studies are needed to compare serious games with conventional cognitive training and conventional exercises, as well as different types of serious games, different platforms, different intervention periods, and different follow-up periods.
    PROSPERO CRD42022348849; https://tinyurl.com/y6yewwfa.
    导出

    更多引用

    收藏

    翻译标题摘要

    我要上传

       PDF(Pubmed)

  • 文章类型: Journal Article
    患有帕金森病的人患有多巴胺能神经元的损失,这与步行速度有关。目前,虚拟现实(VR)已成为神经系统疾病患者康复的有用工具,优化结果平衡和步态。这篇综述旨在评估VR或视频游戏(通过面对面会话而不是远程康复)在改善步行速度和其他步态时空参数方面的有效性,balance,和帕金森病患者的生活质量。在MEDLINE进行了书目搜索,WebofScience,Scopus,和PEDro数据库。该系统评价遵循PRISMA指南声明,并在PROSPERO(CRD42020180836)中注册。在总共119条记录中,5项研究符合定性分析的纳入标准,其中3项有助于荟萃分析;在步态速度上发现了不确定的发现,balance,和使用非沉浸式VR系统面对面后的生活质量。更多的研究是必要的,有更多的参与者,为了区分这些VR特定系统(专门为康复而设计)与商业视频游戏,包括沉浸式系统,并获得更多确凿证据。此外,将这种治疗的个人管理与通过远程康复管理进行比较是很有趣的,这将有助于计划治疗方案。
    People with Parkinson disease suffer from a loss of dopaminergic neurons, which are involved in walking speed. Currently, virtual reality (VR) has emerged as a useful tool for the rehabilitation of people with neurological diseases, optimizing results in balance and gait. This review aimed to evaluate the effectiveness of VR or video games (through face-to-face sessions and not telerehabilitation) in improving walking speed and other spatio-temporal parameters of gait, balance, and quality of life in patients with Parkinson disease. A bibliographic search was carried out in the MEDLINE, Web of Science, Scopus, and PEDro databases. This systematic review adhered to the PRISMA guideline statement and was registered in PROSPERO (CRD42020180836). From a total of 119 records, 5 studies met the inclusion criteria for qualitative analysis, of which 3 contributed to the meta-analysis; inconclusive findings were found on gait speed, balance, and quality of life after the use of non-immersive VR systems face-to-face. A greater number of studies are necessary, with a greater number of participants, to differentiate between those VR specific systems (specifically designed for rehabilitation) from commercial video games, including immersive systems, and obtain more conclusive evidence. Furthermore, it would be interesting to compare the administration of this treatment in person versus its administration via telerehabilitation, which will help plan treatment programs.
    导出

    更多引用

    收藏

    翻译标题摘要

    我要上传

    求助全文

  • 文章类型: Meta-Analysis
    背景:久坐不动的生活方式已被确定为2型糖尿病(T2DM)患者心血管并发症的主要危险因素。使用视频游戏组件,基于游戏的运动干预可以鼓励这些人进行定期的体育锻炼(PA),鉴于其良好的交互界面,反馈,和按需流量体验。
    目的:为了评估基于游戏的运动干预措施的有效性,关于可改变的心血管危险因素,生活质量,2型糖尿病患者的PA水平。
    方法:从8个电子数据库和纳入研究的参考文献列表中检索已发表和未发表的研究。本研究中包含的文章从数据库开始到2022年1月。两名审稿人进行了筛选,质量评估,和独立的数据提取。通过RevMan对主要和次要结局进行Meta分析。该方案在PROSPERO(CRD42022298894)上注册。
    结果:在选择的11项研究中,涉及1045名两种性别的T2DM个体,9人被纳入糖基化血红蛋白的荟萃分析,血压(BP),低密度脂蛋白胆固醇,生活质量,和身体活动水平。荟萃分析报告了非常小到大的效应大小,有利于基于游戏的运动干预。据报道,收缩压有较大的效应,舒张压,和通过SF-12精神成分汇总评分测量的生活质量。
    结论:基于游戏的运动干预可能会改善可改变的心血管危险因素,生活质量,2型糖尿病患者的PA水平。监督,PA水平,或动机会影响基于游戏的运动干预的有效性。
    BACKGROUND: Sedentary lifestyles have been identified as a major risk factor for cardiovascular complications for individuals with type 2 diabetes mellitus (T2DM). Using video-gaming components, game-based exercise interventions can encourage these individuals to engage in regular physical activity (PA), given their favorable interactive interfaces, feedback, and on-demand flow experiences.
    OBJECTIVE: To evaluate the effectiveness of game-based exercise interventions, on modifiable cardiovascular risk factors, quality of life, and PA levels among individuals with T2DM.
    METHODS: Published and unpublished studies were retrieved from eight electronic databases and reference lists of the included studies. Articles included in this study were from the inception of the databases to January 2022. Two reviewers performed screening, quality appraisal, and data extraction independently. Meta-analyses were conducted for the primary and secondary outcomes through RevMan. The protocol was registered on PROSPERO (CRD42022298894).
    RESULTS: Of the 11 selected studies involving 1045 individuals of both genders with T2DM, 9 were included in the meta-analyses for glycosylated hemoglobin, blood pressure (BP), low-density lipoprotein cholesterol, quality of life, and physical activity levels. The meta-analyses reported very small to large effect sizes favoring game-based exercise interventions. Large effect sizes were reported for systolic BP, diastolic BP, and quality of life measured through SF-12 Mental Component Summary scores.
    CONCLUSIONS: Game-based exercise interventions may improve modifiable cardiovascular risk factors, quality of life, and PA levels among individuals with T2DM. Supervision, PA levels, or motivation can affect the effectiveness of game-based exercise interventions.
    导出

    更多引用

    收藏

    翻译标题摘要

    我要上传

    求助全文

公众号