exergames

Exergames
  • 文章类型: Journal Article
    减少慢性病患者的不活动至关重要,因为它可以降低疾病进展和死亡的风险。运动游戏是一种创新的方法,可以使身体更加活跃并积极影响身体健康。严肃的游戏是为娱乐以外的目的而设计的,而exercame是体育活动的严肃游戏。然而,当前的商业游戏可能无法最佳地满足有特殊需要的患者的需求。开发量身定制的游戏是具有挑战性的,需要一个适当的过程。这种观点的主要目标是描述从设计和开发慢性心力衰竭患者使用以玩家为中心的游戏中学到的重要经验教训,迭代,跨学科,和严肃游戏的综合(P-III)框架。该框架的四个支柱用于移动游戏的设计和开发:以玩家为中心的设计,游戏的迭代开发,跨学科团队合作,整合游戏和严肃的内容。移动游戏是由一个跨学科团队在7次迭代中迭代开发的,该团队在所有迭代中都涉及用户和利益相关者。利益相关者在开发过程中扮演了各种角色,让团队专注于患者的需求,并创造一个满足这些需求的游戏。根据以玩家为中心的设计支柱,团队和用户或患者在每次迭代期间进行评估。由于exergame是为智能手机创建的,评估是在开发计算机和预期平台上进行的。这需要将exergame持续部署到支持增强现实的平台和智能手机上。我们的发现表明,严肃的游戏P-III框架需要修改才能用于exergames的设计和开发。在这个观点中,我们提出了一个更新版本的P-III框架exergame开发包括(1)一个单独和彻底的设计的身体活动和身体互动,(2)在预定平台上尽早和持续部署exergame,以进行评估和日常生活测试。
    Reducing inactivity in patients with chronic disease is vital since it can decrease the risk of disease progression and mortality. Exergames are an innovative approach to becoming more physically active and positively affecting physical health outcomes. Serious games are designed for purposes beyond entertainment and exergames are serious games for physical activity. However, current commercial exergames might not optimally meet the needs of patients with special needs. Developing tailored exergames is challenging and requires an appropriate process. The primary goal of this viewpoint is to describe significant lessons learned from designing and developing an exergame for patients with chronic heart failure using the player-centered, iterative, interdisciplinary, and integrated (P-III) framework for serious games. Four of the framework\'s pillars were used in the design and development of a mobile exergame: player-centered design, iterative development of the game, interdisciplinary teamwork, and integration of play and serious content. The mobile exergame was developed iteratively in 7 iterations by an interdisciplinary team involving users and stakeholders in all iterations. Stakeholders played various roles during the development process, making the team stay focused on the needs of the patients and creating an exergame that catered to these needs. Evaluations were conducted during each iteration by both the team and users or patients according to the player-centered design pillar. Since the exergame was created for a smartphone, the assessments were conducted both on the development computer and on the intended platforms. This required continuous deployment of the exergame to the platforms and smartphones that support augmented reality. Our findings show that the serious game P-III framework needs to be modified in order to be used for the design and development of exergames. In this viewpoint, we propose an updated version of the P-III framework for exergame development including (1) a separate and thorough design of the physical activity and physical interaction, and (2) early and continuous deployment of the exergame on the intended platform to enable evaluations and everyday life testing.
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  • 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.
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  • 文章类型: Journal Article
    目的:本研究调查了交互式虚拟现实康复(VRR)对重症监护病房(ICU)患者的可行性和安全性。作为康复的激励工具。
    方法:单中心,非随机概念验证临床试验。
    方法:成人,冷静,并提醒重症患者在ICU中长期住院(≥8天)。
    方法:患者接受交互式VRR治疗用于上肢康复,VR-app专门设计用于卧床卧床患者。通过时间登记评估可行性,针对患者和物理治疗师的问卷,以及记录所有感知到的障碍。通过记录重要临床参数(变化)来评估安全性,以及次要和主要不良事件。
    结果:20名患者参加了79个VRR疗程。不同会话组件的中位持续时间为2分钟(四分位距[IQR]=2分钟,3min)对患者进行设置和解释,10分钟(IQR=10分钟,15min)为训练时间,和2分钟(IQR=2分钟,2min)用于结束会话和清洁。每个疗程后患者给出的中位乐趣评分为10分中的9分(IQR=8,10)。物理治疗师报告说,除了一些耗时的技术问题外,没有其他障碍。患者报告的问题都是轻微的,大多是技术性的。无重大和次要不良事件发生。
    结论:交互式上肢VRR是可行的,安全,值得赞赏的工具,用于重症患者在ICU住院期间的康复。随后的未来研究应集中在VRR对神经肌肉和认知功能的影响以及为ICU患者康复目的进行运动的社会经济影响。
    OBJECTIVE: This study investigated the feasibility and safety of interactive virtual reality rehabilitation (VRR) for patients with a critical illness and a long stay in the intensive care unit (ICU), as a motivational tool for rehabilitation.
    METHODS: Single-centre, non-randomised proof-of-concept clinical trial.
    METHODS: Adult, calm, and alert critically ill patients with a prolonged stay (≥8 days) in the ICU.
    METHODS: Patients received interactive VRR therapy for upper limb rehabilitation with a VR-app designed specifically for use in bedridden patients in the supine position. Feasibility was assessed by time registrations, questionnaires for patients and physiotherapists, as well as recording of all perceived barriers. Safety was assessed by recording (changes in) vital clinical parameters, as well as minor and major adverse events.
    RESULTS: Twenty patients participated in 79 VRR sessions. Median durations of different session components were 2 minutes (interquartile range [IQR] = 2min, 3min) for set-up and explanation to the patient, 10 minutes (IQR = 10min, 15min) for training time, and 2 minutes (IQR = 2min, 2min) for ending the session and cleaning. The median fun score given by the patients after each session was 9 (IQR = 8, 10) out of 10. Physiotherapists reported no barriers other than a few time-consuming technical problems. Reported problems by patients were all minor and mostly technical. No major and no minor adverse events occurred.
    CONCLUSIONS: Interactive upper limb VRR is a feasible, safe, and appreciated tool to use in rehabilitation of critically ill patients during their prolonged ICU stay. Subsequent future studies should focus on the effects of VRR on neuromuscular and cognitive function and the socioeconomic impact of exergaming for rehabilitation purposes of ICU patients.
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  • 文章类型: Journal Article
    With the aging population in China, health issues among the elderly are becoming increasingly prominent, leading to a rapidly growing demand for health interventions for the elderly. Exergames are one of the important emerging methods in the field of health interventions for the elderly, widely used and yielding positive results. While research on exergames is well-established abroad, it is still in its infancy in China, lacking reports on the types, interaction forms, intervention content, application status, and effectiveness of exergames. Exergames are suitable for widespread use among the elderly in China, and there is a need to accelerate the development and application of exergames in the field of health interventions for the elderly in China.
    随着我国人口老龄化的加剧,老年人的健康问题日益凸显,使得社会对老年人健康干预的需求快速增长。运动游戏是老年人健康干预领域的重要新兴方式之一,在老年人中应用广泛,并取得了良好的应用效果。国外对运动游戏的研究较为完善,国内对运动游戏的研究还处于起步阶段,尚缺乏对运动游戏的类型、交互形式、干预内容、应用现状及应用效果等的报道。运动游戏适合在老年人中普及,应加快推进运动游戏在我国老年人健康干预领域中的发展和应用。.
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  • 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: 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.
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  • 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.
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  • 文章类型: Journal Article
    职业健康是现代工作环境中的主要问题。身体活动中断(PAB),在工作时间内提供的短锻炼时间,结合运动游戏或户外活动,已成为一种新颖的方法,可用于提高工作效率和工作场所的福祉。因此,本研究旨在调查PAB对医护人员注意力水平和执行功能的影响.共有27名医护人员(M=14,W=13;49.55±12.46岁),工作4小时后,以平衡的顺序每周随机执行三个10分钟条件中的一个:无身体活动休息(NPAB);室外身体活动休息(OPAB);运动运动休息(PABEx)。在条件之后,执行功能和选择性注意力通过Stroop颜色和单词测试(SCWT)进行评估,以及制作A的轨迹,B试验(TMTA,B),分别。OPAB和NPAB之间以及PABEx和NPAB之间在TMT-A检验χ2(2)=44.66(p<0.001)和TMT-B检验χ2(2)=48.67(p<0.001)中存在显着差异。分别。PABEx和OPAB条件的TMT-A和SCWT干扰/时间得分显著低于NPAB(p<0.001)。在SCWT干扰/误差评分中,PABEx和NPAB之间没有发现显着差异(p>0.05),但在OPAB条件下的评分在统计学上低于PABEx(p=0.001),在PABEx条件下的评分在统计学上低于TMT-A的OPAB(p=0.001)。研究结果表明,OPAB和PABEx条件可有效改善医护人员的选择性注意力和执行功能。雇主可以通过促进流动文化和优先考虑员工健康来培养更健康、更有生产力的劳动力。这反过来可以提高病人的护理结果。
    Occupational health is a major problem in modern work environments. Physical activity breaks (PABs), short exercise periods delivered during working hours, incorporating exergames or outdoor activities, have emerged as a novel approach that could be used to improve work efficiency and workplace wellbeing. Therefore, this study aimed to investigate the impact of PABs on attention levels and executive functions in healthcare workers. A total of 27 healthcare workers (M = 14, W = 13; 49.55 ± 12.46 years), after 4 h of work, randomly performed one of three 10 min conditions weekly in a counterbalanced order: No Physical Activity Break (NPAB); Outdoor Physical Activity Break (OPAB); Physical Activity Break with Exergame (PABEx). After the conditions, executive functions and selective attention were assessed by the Stroop Color and Word Test (SCWT), and the Trail Making A,B test (TMT A,B), respectively. Significant differences between OPAB and NPAB as well as between PABEx and NPAB in the TMT-A test χ2(2) = 44.66 (p < 0.001) and TMT-B test χ2(2) = 48.67 (p < 0.001) were found, respectively. TMT-A and SCWT interference/time scores of the PABEx and OPAB conditions were significantly lower than those of NPAB (p < 0.001). In the SCWT interference/error score, no significant difference was found between the PABEx and NPAB (p > 0.05), but the score was statistically lower in the OPAB condition than PABEx (p = 0.001) and PABEx condition compared to OPAB for TMT-A (p = 0.001). Findings showed that the OPAB and PABEx conditions are effective in improving selective attention and executive functions in healthcare workers. Employers can foster a healthier and more productive workforce by promoting a culture of movement and prioritizing employee health, which in turn can enhance patient care outcomes.
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  • 文章类型: Journal Article
    在社区居住的慢性中风幸存者中,应对残留的认知和步态障碍是一个突出的未满足的需求。运动认知运动游戏可能有望解决这种未满足的需求。然而,迄今为止,许多研究以非结构化方式实施了运动-认知运动游戏干预措施,合适的应用方案仍不清楚.我们,因此,旨在总结关于这一主题的现有文献,并开发了一种用于慢性中风的运动认知运动干预的训练概念。
    中风个性化运动认知运动训练(PEMOCS)的训练概念的发展遵循了理论推导程序。这包括(1.1)关于长期中风康复的全面(叙述)文献搜索;(1.2)超出感兴趣的主题以确定类比的更广泛的文献搜索,并诱导创造力;(2)父母理论的识别;(3)采用主要父母理论的适当内容或结构;(4)诱导修改以使其适应新的兴趣领域。我们还考虑了医学研究理事会的“开发和评估复杂干预措施的框架”的几个方面。具体来说,进行了可行性研究,并根据调查结果进行精炼操作。
    改善社区居住的慢性中风幸存者的认知功能和步态的培训概念应考虑神经可塑性的原则,(运动)技能学习,和训练。我们建议使用基于步骤的运动训练至少12周,每周2-3次,持续约45分钟。外邦人的运动学习分类法被确定为个性化进展和变异性规则的合适基础,并扩展了第三个认知维度。相关领域的概念和模型激发了对概念的进一步添加和修改。
    我们提出了PEMOCS概念,用于改善社区居住的慢性中风幸存者的认知功能和步态,作为构建和实施运动认知运动游戏干预的指南。未来的研究应集中在开发客观性能参数上,以实现独立于所选择的游戏类型的个性化进展。
    UNASSIGNED: Coping with residual cognitive and gait impairments is a prominent unmet need in community-dwelling chronic stroke survivors. Motor-cognitive exergames may be promising to address this unmet need. However, many studies have so far implemented motor-cognitive exergame interventions in an unstructured manner and suitable application protocols remain yet unclear. We, therefore, aimed to summarize existing literature on this topic, and developed a training concept for motor-cognitive exergame interventions in chronic stroke.
    UNASSIGNED: The development of the training concept for personalized motor-cognitive exergame training for stroke (PEMOCS) followed Theory Derivation procedures. This comprised (1.1) a thorough (narrative) literature search on long-term stroke rehabilitation; (1.2) a wider literature search beyond the topic of interest to identify analogies, and to induce creativity; (2) the identification of parent theories; (3) the adoption of suitable content or structure of the main parent theory; and (4) the induction of modifications to adapt it to the new field of interest. We also considered several aspects of the \"Framework for Developing and Evaluating Complex Interventions\" by the Medical Research Council. Specifically, a feasibility study was conducted, and refining actions based on the findings were performed.
    UNASSIGNED: A training concept for improving cognitive functions and gait in community-dwelling chronic stroke survivors should consider the principles for neuroplasticity, (motor) skill learning, and training. We suggest using a step-based exergame training for at least 12 weeks, 2-3 times a week for approximately 45 min. Gentile\'s Taxonomy for Motor Learning was identified as suitable fundament for the personalized progression and variability rules, and extended by a third cognitive dimension. Concepts and models from related fields inspired further additions and modifications to the concept.
    UNASSIGNED: We propose the PEMOCS concept for improving cognitive functioning and gait in community-dwelling chronic stroke survivors, which serves as a guide for structuring and implementing motor-cognitive exergame interventions. Future research should focus on developing objective performance parameters that enable personalized progression independent of the chosen exergame type.
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