exergames

Exergames
  • 文章类型: Journal Article
    目的:本研究旨在确定exergame康复计划对疼痛的疗效,焦虑或抑郁,腹部手术的肿瘤科患者的疲劳。
    方法:随机对照试验评估了运动康复对疼痛的疗效,焦虑,抑郁症,和疲劳在肿瘤科患者腹部手术。从2022年10月至2023年3月招募患者,并随机分配到干预组(术后传统康复加运动康复计划)或对照组(术后传统康复)。数据是在三个不同的时间收集的:入院时,在最初的48小时内,手术后的第7天.主要结果用不同的验证工具进行评估和监测:疼痛的数字评定量表(NRS),医院焦虑抑郁量表(HADS)评估焦虑抑郁水平,和疲劳评估量表(FAS)来评估身体和心理疲劳。住院时间和项目完成时间是次要结果。
    结果:共招募了128名术后患者。其中,58名患者由于与外科手术相关的临床并发症(n=53)或与医护人员相关的原因(n=5)被排除在研究之外。对照组和干预组的大小相同(n=35)。在接受“exergame康复计划”的组中,术后第7天观察到较低的疼痛评分(p=0.006)。两组患者的焦虑、抑郁情绪差异无统计学意义。关于疲劳,入院时观察到有统计学意义的差异(p=0.03),术后48小时消失(p=0.143)。在手术后第7天再次观察到组间的差异(p=0.005)。
    结论:使用exergames进行干预可有效减轻腹部大手术患者的术后疼痛,并恢复手术干预前的疲劳水平。然而,在焦虑或抑郁方面没有观察到差异.未来应进行更大样本的研究。
    OBJECTIVE: This study aimed to determine the efficacy of an exergame rehabilitation program on pain, anxiety or depression, and fatigue in oncology patients undergoing abdominal surgery.
    METHODS: The randomized controlled trial evaluated the efficacy of exergame rehabilitation on Pain, Anxiety, Depression, and Fatigue in oncology patients undergoing abdominal surgery. Patients were recruited from October 2022-March 2023 and were randomly assigned to the intervention group (postoperative traditional rehabilitation plus an exergame rehabilitation program) or control group (postoperative traditional rehabilitation). Data were collected at three different times: on admission, in the first 48 h, and on the 7th day after surgery. Primary outcomes were evaluated and monitored with different validated instruments: numeric rating scale (NRS) for pain, Hospital Anxiety and Depression Scale (HADS) to assess the level of anxiety and depression, and the Fatigue Assessment Scale (FAS) to assess physical and psychological fatigue. The length of stay and program completion were secondary outcomes.
    RESULTS: A total of 128 postoperative patients were recruited. Of these, 58 patients were excluded from the study due to clinical complications related to the surgical procedure (n = 53) or healthcare staff-related reasons (n = 5). Both the control and intervention groups were the same size (n = 35). Lower pain scores were observed on the 7th postoperative day in the group subject to the \"exergame rehabilitation program\" (p = 0.006). No statistically significant differences were observed for anxiety and depression between the 2 groups. Regarding fatigue, statistically significant differences were observed on admission (p = 0.03), which disappeared 48 h after surgery (p = 0.143). Differences between the groups were observed again on the 7th day after surgery (p = 0.005).
    CONCLUSIONS: The intervention using exergames was effective in reducing the postoperative pain of the patient undergoing major abdominal surgery and in restoring the levels of fatigue before surgical intervention. However, no differences were observed for anxiety or depression. Future studies with larger samples should be carried out.
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  • 文章类型: Journal Article
    运动对健康有益,但可引起氧化应激和炎症,特别是在高强度形式,如高强度间歇运动(IIIE)。Exragaming已经成为一种有效的,适合所有年龄段的健身工具,尤其是老年人。酶补充剂可以通过改善乳酸代谢和减少氧化应激来增强运动表现。
    这项研究调查了水果和蔬菜酶补充剂在调节HIIE后老年人的疲劳和增强有氧能力方面的功效。
    该研究招募了16名年龄较大的成年女性参与者,并根据他们的预测乳酸水平将他们分为2个不同的组(酶和安慰剂)。这种划分使用成对分组来保证组之间的可比性,确保结果的完整性。他们使用任天堂SwitchRingFitAdventure从事HIIE,进行8组20秒的最大努力运动,穿插30秒的休息,总共370秒的锻炼。评估的关键指标包括血乳酸水平,心率,感知努力的评级,和训练冲动。酶组的参与者在14天内每天两次以30mL的剂量给予水果和蔬菜酶补充剂。
    与安慰剂组相比,酶组血乳酸水平明显降低,特别是在第四次(平均4.29,SD0.67与平均6.34,SD1.17mmol/L;P=.001)和第八次(平均5.84,SD0.63与平均8.20,SD1.15mmol/L;P<.001)运动之后。这种趋势在运动后5分钟(平均6.85,SD0.82与平均8.60,SD1.13mmol/L;P=.003)和10分钟(平均5.91,SD1.16与平均8.21,SD1.27mmol/L;P=.002)持续。尽管两组在运动过程中都超过了其估计最大心率的85%,补充酶没有明显影响感知的强度或努力。
    该研究表明,水果和蔬菜酶补充剂可以通过运动游戏显着降低HIIE后老年人的血乳酸水平。这表明这些酶在调节高强度运动期间和之后的乳酸产生或清除中的潜在作用。这些发现对制定有针对性的干预措施以增强老年人的运动耐量和康复具有重要意义。
    UNASSIGNED: Exercise offers substantial health benefits but can induce oxidative stress and inflammation, especially in high-intensity formats such as high-intensity interval exercise (HIIE). Exergaming has become an effective, enjoyable fitness tool for all ages, particularly older adults. Enzyme supplements may enhance exercise performance by improving lactate metabolism and reducing oxidative stress.
    UNASSIGNED: This study investigates the efficacy of fruit and vegetable enzyme supplementation in modulating fatigue and enhancing aerobic capacity in older adults following HIIE through exergaming.
    UNASSIGNED: The study recruited 16 older adult female participants and allocated them into 2 distinct groups (enzyme and placebo) based on their pretest lactate levels. This division used pairwise grouping to guarantee comparability between the groups, ensuring the integrity of the results. They engaged in HIIE using Nintendo Switch Ring Fit Adventure, performing 8 sets of 20 seconds of maximum effort exercise interspersed with 30 seconds of rest, totaling 370 seconds of exercise. Key metrics assessed included blood lactate levels, heart rate, rating of perceived exertion, and training impulse. Participants in the enzyme group were administered a fruit and vegetable enzyme supplement at a dosage of 30 mL twice daily over a period of 14 days.
    UNASSIGNED: The enzyme group showed significantly lower blood lactate levels compared to the placebo group, notably after the fourth (mean 4.29, SD 0.67 vs mean 6.34, SD 1.17 mmol/L; P=.001) and eighth (mean 5.84, SD 0.63 vs mean 8.20, SD 1.15 mmol/L; P<.001) exercise sessions. This trend continued at 5 minutes (mean 6.85, SD 0.82 vs mean 8.60, SD 1.13 mmol/L; P=.003) and 10 minutes (mean 5.91, SD 1.16 vs mean 8.21, SD 1.27 mmol/L; P=.002) after exercise. Although both groups exceeded 85% of their estimated maximum heart rate during the exercise, enzyme supplementation did not markedly affect the perceived intensity or effort.
    UNASSIGNED: The study indicates that fruit and vegetable enzyme supplementation can significantly reduce blood lactate levels in older adults following HIIE through exergaming. This suggests a potential role for these enzymes in modulating lactate production or clearance during and after high-intensity exercise. These findings have implications for developing targeted interventions to enhance exercise tolerance and recovery in older adults.
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  • 文章类型: Clinical Trial Protocol
    背景:痛风仍然是全球炎症性关节炎的主要原因,痛风的主要危险因素是持续性高尿酸血症。痛风的临床管理大多以药物为主,和其他治疗方案往往被忽视。这项研究提案将探讨exergames结合冰疗法是否可以帮助痛风患者减肥,缓解疼痛,提高运动范围,提高生活质量,降低尿酸水平,减少运动恐惧症,改善痛风患者的心理健康。
    方法:本实验将采用双臂随机对照设计。研究设置在高级医学和牙科研究所(AMDI),马来西亚大学(USM)。患有痛风的肥胖患者(N=30)将被随机分配到对照组(接受运动干预)和干预组(接受运动干预结合冰疗法)。结果测量将在干预之前(基线)和之后(4周)进行。然后,将在12周进行随访。
    结论:据我们所知,尚无研究调查痛风患者中运动和冰治疗的效果。这项研究有望证明,与传统的康复干预措施相比,通过冰疗法进行运动游戏促进的运动康复在痛风管理中更有效。
    背景:中国临床试验注册中心(ChiCTR2300070029)。2023年3月31日注册。
    BACKGROUND: Gout remains a leading cause of inflammatory arthritis worldwide, and the main risk factor for gout is persistent hyperuricemia. The clinical management of gout is mostly drug-based, and other treatment options are often ignored. This research proposal will explore whether exergames combined with ice therapy can help patients with gout to lose weight, relieve pain, improve the range of movement, improve quality of life, decrease uric acid level, decrease kinesiophobia and improve mental health of patients with gout.
    METHODS: This experiment will use a two-arm randomized controlled design. The study setting is at the Advanced Medical and Dental Institute (AMDI), Universiti Sains Malaysia (USM). Obese patients with gout (N = 30) will be randomly assigned to the control group (receive an exergames intervention) and intervention group (receive an exergames intervention combined with ice therapy). The outcomes measurement will be conducted before (baseline) and after intervention (4 weeks). Then, it will be followed up at 12 weeks.
    CONCLUSIONS: To our knowledge, no study has investigated the effect of exergames and ice therapy among gout patients. This study is expected to demonstrate that exercise rehabilitation facilitated by exergames with ice therapy is more effective in gout management compared to a conventional rehabilitation intervention.
    BACKGROUND: Chinese Clinical Trial Registry (ChiCTR2300070029). Registered on 31 March 2023.
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  • 文章类型: Journal Article
    目前,科技与体育的融合是必然的。各种系统和设备的整合带来了既定运动实践的重大变革,不仅影响规则,也影响生理,生物力学,甚至心理方面。
    这项研究的目的是分析通过视频游戏进行注意力干预对年轻足球运动员的影响。
    12名年轻男子足球运动员(年龄:平均8.5岁,SD1岁)分为2组:对照组(CG;n=10)和实验组(EG;n=10)。在为期6周的培训计划中,EG通过每周两次的视频游戏接受注意力训练,每次15分钟.干预前后的测量包括特定的决策足球测试以及与教练组的访谈。此外,在视频游戏中取得成功,肌肉活动,并监测汗液水平。
    在干预计划之后,EG在视频游戏成功方面取得了显着进步,如达到的水平所示(P<0.001)。然而,在肌电图(EMG)活性(P=0.21)和出汗(P=0.20)方面,组间无显著差异.在实施注意力培训计划之前,两组在与决策和执行机制相关的变量方面表现出相似的数据(≤10%).只有2个决策变量超过10%,但仍低于15%(Shot_D=13.35%;用_Ball_D标记=-12.64%)。此外,攻击动作变量的变化在执行相关变量中更为明显,除了运球和固定。相反,在防御行动变量中,决策相关变量的变化更大,除了用球标记和没有球标记。
    我们的研究结果表明,与没有视频游戏的项目相比,将特定的注意力视频游戏纳入足球训练计划可以提高决策能力。因此,建议从业者考虑使用该工具,因为它在经济和时间成本方面具有很高的效率,特别是在改善关键心理变量方面。
    UNASSIGNED: Currently, the fusion of technology and sports is inevitable. The integration of various systems and devices has brought about significant transformations in established sports practices, impacting not only the rules but also physiological, biomechanical, and even psychological aspects.
    UNASSIGNED: The purpose of this study was to analyze the effect of an attention intervention through a video game on young soccer players.
    UNASSIGNED: Twelve young male soccer players (age: mean 8.5, SD 1 years) were divided into 2 groups: a control group (CG; n=10) and an experimental group (EG; n=10). During the 6-week training program, the EG received attention training through a video game twice a week for 15 minutes per session. Pre- and postintervention measurements included a specific decision-making soccer test and interviews with coaching staff. Additionally, success in the video game, muscular activity, and sweat levels were monitored.
    UNASSIGNED: The EG demonstrated a significant improvement in video game success following the intervention program, as indicated by the achieved level (P<.001). However, no significant differences were found between groups regarding electromyographic (EMG) activity (P=.21) and sweating (P=.20). Prior to implementing the attention training program, both groups exhibited similar data for variables related to decision-making and execution mechanisms (≤10%). Only 2 decision-making variables exceeded 10% but remained below 15% (Shot_D=13.35%; Marking_with_Ball_D=-12.64%). Furthermore, changes in attacking action variables were more pronounced in execution-related variables, except for dribbling and fixing. Conversely, in defensive action variables, changes were greater in decision-related variables, except for marking with the ball and marking without the ball.
    UNASSIGNED: Our findings reveal that incorporating a specific attentional video game into a soccer training program enhances decision-making compared to a program without the video game. Therefore, it is advisable for practitioners to consider using this tool due to its high efficiency in terms of economic and temporal costs, particularly in improving a key psychological variable.
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  • 文章类型: Journal Article
    背景:数字健康技术有可能改善老年人的健康状况,尤其是那些从中风中康复的人。然而,开发这些技术面临挑战,例如数据缺勤(老年人的观点在研究和开发中往往代表性不足)和技术沙文主义(认为只有先进的技术才是解决健康问题的灵丹妙药),这阻碍了他们的有效性。
    目的:在本研究中,我们的目标是通过开发与文化相关的运动游戏集成的可穿戴手套来解决这些挑战,以激励老年人锻炼和,对于那些从中风中康复的人来说,坚持康复。
    方法:我们对19名老年人进行了适度的可用性研究,其中11人(58%)有卒中病史.我们的参与者使用与exergames集成的可穿戴手套进行了30分钟的游戏,其次是定量调查和深入访谈。我们使用描述性分析来比较有中风史的人和没有中风史的人对系统可用性量表的反应。此外,我们使用自下而上的主题分析对定性访谈进行了分析,以确定与使用可穿戴手套进行康复和锻炼的动机和障碍相关的关键主题.
    结果:我们的研究产生了一些关键见解。首先,使运动游戏令人兴奋和具有挑战性可以提高运动和康复动机,但它也可能有回旋镖效应,如果游戏非常具有挑战性,参与者可能会失去动力。第二,可穿戴手套的舒适性和易用性对老年人很重要,不管他们的中风史。第三,对于有中风史的老年人,可穿戴手套的功能和目的对于帮助他们进行特定的锻炼动作很重要。
    结论:我们的发现强调了为有效使用数字技术提供背景支持的重要性。特别是对于从中风中恢复的老年人。除了技术和可用性因素,应考虑游戏化和社会支持(来自职业治疗师或护理人员)等其他背景因素,以提供解决健康问题的综合方法。克服数据缺勤和技术沙文主义,重要的是开发适合服务不足社区需求的数字健康技术。我们的研究为数字健康技术的发展提供了宝贵的见解,这些技术可以激励老年人从中风恢复到运动并坚持康复。
    BACKGROUND: Digital health technologies have the potential to improve health outcomes for older adults, especially for those recovering from stroke. However, there are challenges to developing these technologies, such as data absenteeism (where older adults\' views are often underrepresented in research and development) and technology chauvinism (the belief that sophisticated technology alone is the panacea to addressing health problems), which hinder their effectiveness.
    OBJECTIVE: In this study, we aimed to address these challenges by developing a wearable glove integrated with culturally relevant exergames to motivate older adults to exercise and, for those recovering from stroke, to adhere to rehabilitation.
    METHODS: We conducted a moderated usability study with 19 older adults, of which 11 (58%) had a history of stroke. Our participants engaged in a 30-minute gameplay session with the wearable glove integrated with exergames, followed by a quantitative survey and an in-depth interview. We used descriptive analysis to compare responses to the System Usability Scale between those who had a history of stroke and those who did not. In addition, we analyzed the qualitative interviews using a bottom-up thematic analysis to identify key themes related to the motivations and barriers regarding the use of wearable gloves for rehabilitation and exercise.
    RESULTS: Our study generated several key insights. First, making the exergames exciting and challenging could improve exercise and rehabilitation motivation, but it could also have a boomerang effect, where participants may become demotivated if the games were very challenging. Second, the comfort and ease of use of the wearable gloves were important for older adults, regardless of their stroke history. Third, for older adults with a history of stroke, the functionality and purpose of the wearable glove were important in helping them with specific exercise movements.
    CONCLUSIONS: Our findings highlight the importance of providing contextual support for the effective use of digital technologies, particularly for older adults recovering from stroke. In addition to technology and usability factors, other contextual factors such as gamification and social support (from occupational therapists or caregivers) should be considered to provide a comprehensive approach to addressing health problems. To overcome data absenteeism and technology chauvinism, it is important to develop digital health technologies that are tailored to the needs of underserved communities. Our study provides valuable insights for the development of digital health technologies that can motivate older adults recovering from stroke to exercise and adhere to rehabilitation.
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  • 文章类型: Journal Article
    中风后偏瘫通常发生在中风幸存者中,对生活质量产生负面影响。尽管在医院进行最初的特定急性后治疗有好处,电机功能,需要不断刺激身体活动,以避免消退和随后的住院以进行进一步的康复治疗。
    这项初步研究提出,在虚拟环境中使用游戏化任务,通过基于单个RGB-D摄像机的视觉系统(使用MicrosoftAzureKinectDK)来刺激和保持上肢的移动性。此解决方案适合在家庭环境中轻松部署和使用。一组10名中风后受试者参加了为期2周的游戏方案,其中包括横向举重(LWL)和正面举重(FWL)游戏化任务和步态作为工具评估任务。
    尽管持续时间很短,Berg平衡量表和TimeUp-and-Go的基线(T0)和方案结束(TF)之间存在统计学上的显着结果(p<0.05)(9.8和-12.3%,分别)。LWL和FWL显示出单方面处决的显着结果:FWL的发生率在Paretic和非Paretic臂中总体改善了38.5%(p<0.001)和34.9%(p<0.01),分别;同样,麻痹臂的LWL率提高了19.9%(p<0.05),非麻痹臂的LWL率提高了29.9%(p<0.01)。相反,双边处决在速度和速度方面有显著结果:考虑到FWL,有一个改善率,p<0.01(31.7%,对于非麻痹臂37.4%),而麻痹和非麻痹臂的速度提高了31.2%(p<0.05)和41.7%(p<0.001),分别;同样,LWL显示出p<0.001的速度提高(麻痹臂29.0%,非麻痹臂27.8%),麻痹臂和非麻痹臂的速度提高23.6%(p<0.05)和23.5%(p<0.01)。分别。步态任务没有显著结果记录,尽管在手臂摆动不对称方面检测到总体良好的改善(-22.6%)。因此,这项研究表明,在家庭环境中,通过游戏化练习和长时间的表现监测来持续刺激上肢功能的潜在好处,从而促进患者在日常活动中的一般活动。
    UNASSIGNED: Post-stroke hemiplegia commonly occurs in stroke survivors, negatively impacting the quality of life. Despite the benefits of initial specific post-acute treatments at the hospitals, motor functions, and physical mobility need to be constantly stimulated to avoid regression and subsequent hospitalizations for further rehabilitation treatments.
    UNASSIGNED: This preliminary study proposes using gamified tasks in a virtual environment to stimulate and maintain upper limb mobility through a single RGB-D camera-based vision system (using Microsoft Azure Kinect DK). This solution is suitable for easy deployment and use in home environments. A cohort of 10 post-stroke subjects attended a 2-week gaming protocol consisting of Lateral Weightlifting (LWL) and Frontal Weightlifting (FWL) gamified tasks and gait as the instrumental evaluation task.
    UNASSIGNED: Despite its short duration, there were statistically significant results (p < 0.05) between the baseline (T0) and the end of the protocol (TF) for Berg Balance Scale and Time Up-and-Go (9.8 and -12.3%, respectively). LWL and FWL showed significant results for unilateral executions: rate in FWL had an overall improvement of 38.5% (p < 0.001) and 34.9% (p < 0.01) for the paretic and non-paretic arm, respectively; similarly, rate in LWL improved by 19.9% (p < 0.05) for the paretic arm and 29.9% (p < 0.01) for non-paretic arm. Instead, bilateral executions had significant results for rate and speed: considering FWL, there was an improvement in rate with p < 0.01 (31.7% for paretic arm and 37.4% for non-paretic arm), whereas speed improved by 31.2% (p < 0.05) and 41.7% (p < 0.001) for the paretic and non-paretic arm, respectively; likewise, LWL showed improvement in rate with p < 0.001 (29.0% for paretic arm and 27.8% for non-paretic arm) and in speed with 23.6% (p < 0.05) and 23.5% (p < 0.01) for the paretic and non-paretic arms, respectively. No significant results were recorded for gait task, although an overall good improvement was detected for arm swing asymmetry (-22.6%). Hence, this study suggests the potential benefits of continuous stimulation of upper limb function through gamified exercises and performance monitoring over medium-long periods in the home environment, thus facilitating the patient\'s general mobility in daily activities.
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  • 文章类型: Journal Article
    背景:近年来,基于游戏的锻炼已被纳入帕金森病(PD)患者的康复计划,并观察到积极的效果。
    目的:本研究旨在调查专门为神经系统患者设计的创新游戏对上肢表现的影响,PD患者的躯干活动和认知。
    方法:这项随机对照研究招募了23名患者,并随机分为两组:运动游戏计划(EP)和常规运动计划(CP)。两组均接受有监督的物理治疗,每周3天,共8周(24次)。每个疗程持续1小时。在治疗前后进行评估:9-孔钉试验(9-HPT),明尼苏达手动灵巧测试(MMDT),行李箱减值量表(TIS),蒙特利尔认知评估(MoCA)统一帕金森病评定量表(MDS-UPDRS),定时和去(TUG),功能到达测试(FRT),和帕金森病问卷(PDQ-39)。
    结果:20例患者因辍学被纳入分析。我们的研究结果表明,两组在9-HPT优势侧均有显著改善,MMDT,TIS,MDS-UPDRS,TUG,FRT,和PDQ-39(p<0.05)。EP组MoCA评分显著改善(p<0.05),CP组无改善(p>0.05)。结果发现EP组在9-HPT优势侧有较好的改善,MMDT车削试验,而MoCA比CP组时组间变化差异比较(p<0.05)。
    结论:基于游戏的训练可以成为改善上肢表现的有用康复工具,躯干移动性,认知,功能移动性,balance,和生活质量,在改善认知和上肢功能方面可能比常规锻炼更具优势。
    背景:NCT05235880。发布日期:2022年4月1日。
    BACKGROUND: In recent years, game-based exercises have been included more in the rehabilitation programs of Parkinson\'s disease (PD) patients and positive effects have been observed.
    OBJECTIVE: This study aims to investigate the effects of innovative games particularly designed for neurological patients on upper extremity performance, trunk mobility and cognition in patients with PD.
    METHODS: Twenty-three patients were enrolled in this randomized controlled study and randomly allocated into two groups: Exergames Program (EP) and Conventional Exercise Program (CP). Both groups received supervised physiotherapy sessions for 3 days a week and 8 weeks in total (24 sessions). Each session lasted 1 h. Evaluations were applied before and after the treatment: 9-Hole Peg Test (9-HPT), Minnesota Manual Dexterity Test (MMDT), Trunk Impairment Scale (TIS), Montreal Cognitive Assessment (MoCA), Unified Parkinson\'s Disease Rating Scale (MDS-UPDRS), Timed Up and Go (TUG), Functional Reach Test (FRT), and Parkinson Disease Questionnaire (PDQ-39).
    RESULTS: Twenty patients were included in the analysis because of the dropouts. Our findings showed that both groups improved significantly in 9-HPT dominant side, MMDT, TIS, MDS-UPDRS, TUG, FRT, and PDQ-39 (p < 0.05). MoCA scores of EP group improved significantly (p < 0.05) while CP group\'s did not (p > 0.05). It was found that EP group had better improvements in 9-HPT dominant side, MMDT turning test, and MoCA than CP group when the differences in the changes within the groups were compared (p < 0.05).
    CONCLUSIONS: Game-based training can be a useful rehabilitation tool to improve upper extremities performance, trunk mobility, cognition, functional mobility, balance, and quality of life and may have superiority over conventional exercises in improving cognition and upper extremity functions.
    BACKGROUND: NCT05235880. Release Date: April 1, 2022.
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  • 文章类型: Journal Article
    背景:康复,或“康复前,“对于准备和恢复膝关节置换手术至关重要。最近对这些服务的需求已经超过了可用资源,COVID-19大流行进一步紧张的情况,这已经导致转向数字解决方案,如基于网络或应用程序的视频和可穿戴设备。这些解决方案,然而,面对用户参与的挑战,校准要求,皮肤接触问题。这项研究评估了低接触的实用性,设计用于辅助康复锻炼的游戏化装置。
    目的:该研究旨在评估新设计的物理治疗设备(Slider)的实用性和用户友好性,该设备可在不需要与皮肤直接接触的情况下进行运动监测。
    方法:共有17名在英国国民健康服务(NHS)医院等待膝关节置换手术的患者参与了这项研究。他们在2周内使用了该设备,随后通过可用性和可接受性问卷提供了反馈。
    结果:研究由所有参与者完成,大多数(13/17,76%)认为该设备直观且易于使用。大多数患者对设备满足其手术前理疗要求的能力感到满意(16/17,94%),并表示愿意继续使用它(17/17,100%)。参与者没有报告安全性问题或不良反应。
    结论:结果表明,该设备被发现是患者独立进行手术前理疗练习的可行选择,远离临床环境。建议进一步研究涉及更大,更多样化的参与者群体,以更有力地验证这些发现。
    BACKGROUND: Rehabilitation, or \"prehabilitation,\" is essential in preparing for and recovering from knee replacement surgery. The recent demand for these services has surpassed available resources, a situation further strained by the COVID-19 pandemic, which has led to a pivot toward digital solutions such as web- or app-based videos and wearables. These solutions, however, face challenges with user engagement, calibration requirements, and skin contact issues. This study evaluated the practicality of a low-contact, gamified device designed to assist with prehabilitation exercises.
    OBJECTIVE: The study aimed to assess the practicality and user-friendliness of a newly designed physiotherapy device (Slider) that enables exercise monitoring without the need for direct contact with the skin.
    METHODS: A total of 17 patients awaiting knee replacement surgery at a UK National Health Service (NHS) hospital participated in this study. They used the device over a 2-week period and subsequently provided feedback through a usability and acceptability questionnaire.
    RESULTS: The study was completed by all participants, with a majority (13/17, 76%) finding the device intuitive and easy to use. The majority of patients were satisfied with the device\'s ability to meet their presurgery physiotherapy requirements (16/17, 94%) and expressed a willingness to continue using it (17/17, 100%). No safety issues or adverse effects were reported by the participants.
    CONCLUSIONS: The results indicate that the device was found to be a feasible option for patients to conduct presurgery physiotherapy exercises independently, away from a clinical setting. Further research involving a larger and more diverse group of participants is recommended to validate these findings more robustly.
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  • 文章类型: Journal Article
    背景:与无残疾的同龄人相比,残疾青少年的抑郁和孤立率高得惊人。有必要确定可以改善这一服务不足的人群的心理健康和隔离的干预措施。虚拟现实(VR)游戏“独立”耳机的创新使您可以更好地获得身临其境的高质量数字体验,由于其相对较低的成本。
    目的:本研究有三个目的,这是(1)检验低成本的初步效果,基于家庭的VR多人娱乐和社交抑郁症,社会化,和孤独感;(2)量化由参与者依从性衡量的计划的可接受性,总播放时间,和锻炼时间;(3)识别和描述影响参与者参与的行为机制。
    方法:这是一组,从设计前到设计后的试验。干预是在家里进行的。参与者从一家儿童医院招募。干预持续了4周,包括每周2×1小时的监督点对点游戏。参与者使用MetaQuest2耳机在以数字方式举行的私人聚会中与同龄人和2名教练会面。目标1用儿童抑郁量表2简表和加州大学进行了评估,洛杉矶孤独量表20项,这是社会孤立和孤独的衡量标准,分别。目标2通过以下指标进行评估:参与者依从性,玩游戏的类型,友谊的建立和游戏时间,以及节目的满意度和乐趣。
    结果:总计,12人参加(平均年龄16.6,SD1.8岁;男性:n=9,女性:n=3),8人完成了这个项目。8名参与者的平均出勤率为77%(总共64个可能的课程中有49个课程;平均6个,SD2个课程)。观察到改善儿童抑郁量表2短形式得分的趋势(平均干预前得分7.25,SD4.2;平均干预后得分5.38,SD4.1;P=.06;效应大小=0.45,95%CI-0.15至3.9),但这没有统计学意义;加州大学没有观察到差异,洛杉矶孤独量表20项得分。大多数参与者(7/8,88%)表示他们在课堂上与同伴成为朋友;50%(4/8)报告说他们与其他人一起玩。参与者报告说,他们对该计划的实施方式感到非常满意和满意。定性分析产生了4个定性主题,这些主题解释了决定参与该计划的行为机制。
    结论:研究结果表明,简短的VR小组计划可能对改善身体残疾青少年的心理健康有价值。参与者在网络上与同龄人和其他玩家建立了友谊,使用低成本的消费设备,提供易于访问和强大的扩大潜力。研究结果确定了可以解决的因素,以在更大的临床试验中增强该计划。
    背景:ClinicalTrials.govNCT05259462;https://clinicaltrials.gov/study/NCT05259462。
    RR2-10.2196/42651。
    BACKGROUND: Adolescents with disabilities experience alarmingly higher rates of depression and isolation than peers without disabilities. There is a need to identify interventions that can improve mental health and isolation among this underserved population. Innovations in virtual reality (VR) gaming \"standalone\" headsets allow greater access to immersive high-quality digital experiences, due to their relatively low cost.
    OBJECTIVE: This study had three purposes, which were to (1) examine the preliminary effects of a low-cost, home-based VR multiplayer recreation and socialization on depression, socialization, and loneliness; (2) quantify the acceptability of the program as measured by participant adherence, total play time, and exercise time; and (3) identify and describe behavioral mechanisms that affected participant engagement.
    METHODS: This was a single-group, pre- to postdesign trial. The intervention was conducted at home. Participants were recruited from a children\'s hospital. The intervention lasted 4 weeks and included 2×1-hour sessions per week of supervised peer-to-peer gaming. Participants used the Meta Quest 2 headset to meet peers and 2 coaches in a private party held digitally. Aim 1 was evaluated with the Children\'s Depression Inventory 2 Short Form and the University of California, Los Angeles Loneliness Scale 20 items, which are measures of social isolation and loneliness, respectively. Aim 2 was evaluated through the following metrics: participant adherence, the types of games played, friendship building and playtime, and program satisfaction and enjoyment.
    RESULTS: In total, 12 people enrolled (mean age 16.6, SD 1.8 years; male: n=9 and female: n=3), and 8 people completed the program. Mean attendance for the 8 participants was 77% (49 sessions of 64 total possible sessions; mean 6, SD 2 sessions). A trend was observed for improved Children\'s Depression Inventory 2 Short Form scores (mean preintervention score 7.25, SD 4.2; mean postintervention score 5.38, SD 4.1; P=.06; effect size=0.45, 95% CI -0.15 to 3.9), but this was not statistically significant; no difference was observed for University of California, Los Angeles Loneliness Scale 20 items scores. Most participants (7/8, 88%) stated that they became friends with a peer in class; 50% (4/8) reported that they played with other people. Participants reported high levels of enjoyment and satisfaction with how the program was implemented. Qualitative analysis resulted in 4 qualitative themes that explained behavioral mechanisms that determined engagement in the program.
    CONCLUSIONS: The study findings demonstrated that a brief VR group program could be valuable for potentially improving mental health among adolescents with physical disabilities. Participants built friendships with peers and other players on the web, using low-cost consumer equipment that provided easy access and strong scale-up potential. Study findings identified factors that can be addressed to enhance the program within a larger clinical trial.
    BACKGROUND: ClinicalTrials.gov NCT05259462; https://clinicaltrials.gov/study/NCT05259462.
    UNASSIGNED: RR2-10.2196/42651.
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  • 文章类型: Randomized Controlled Trial
    背景:这项研究旨在:1)确定在老年人中进行虚拟现实体育活动干预的可行性;2)测试干预在增加体育活动方面的初步有效性;3)减少抑郁症状。
    方法:我们将10名老年人随机分为通过沉浸式虚拟运动(MOTIVE)激励老年人干预组,将10名随机分为仅体育活动教育对照组。我们使用描述性统计和线性混合模型对数据进行了分析,测试时间和治疗条件的相互作用。
    结果:干预组的参与者平均参加16次会议中的15次。共有90%的MOTIVE干预组参与者“完全同意”干预措施是可以接受的,(与教育对照组参与者的30%相比)。
    结论:这项研究支持在更大的老年人样本中测试干预措施在改善体力活动和抑郁症状方面的有效性。
    This study aimed to: 1) determine the feasibility of a virtual reality physical activity intervention among older adults and 2) test the preliminary effectiveness of the intervention at increasing physical activity and 3) decreasing depressive symptoms.
    We included 10 older adults randomized into the Motivating Older Adults Through Immersive Virtual Exercise (MOTIVE) intervention group and 10 randomized into the physical activity education only control group. We analyzed the data using descriptive statistics and linear mixed models, testing the interaction of time and the treatment condition.
    Participants in the intervention group attended an average of 15 out of the 16 sessions. A total of 90% of MOTIVE intervention group participants \"completely agreed\" that the intervention was acceptable, (compared to 30% of education control group participants).
    This study supports testing the effectiveness of the intervention at improving physical activity and depressive symptoms in a larger sample of older adults.
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