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.
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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: 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: 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.
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  • 文章类型: Clinical Trial Protocol
    背景:抑郁症是一种造成重大疾病负担的疾病,认知障碍是其昂贵的症状之一。虽然认知康复至关重要,这也是具有挑战性的。尽管一些研究已经调查了运动游戏对认知功能改善的影响,这些主要集中在老年人口,对抑郁症患者的关注有限。因此,本研究旨在调查运动对青少年抑郁症患者认知功能的影响,并比较运动运动与传统运动的效果。
    方法:本研究是一项单中心随机对照试验,采用ANOVA方法使用G*Power软件计算样本量,假设25%的辍学率。该研究招募了54名符合条件的抑郁症患者,他们被随机分配到三个治疗组之一:exergames组,接受标准治疗和运动干预;运动组,接受标准治疗和传统运动干预;对照组,只接受标准治疗。该研究提供了在8周内进行22次有监督的锻炼和锻炼的综合方案,最初两周每周两次,随后六周每周三次。研究人员收集认知,心情,和第一周开始时的睡眠指标,以及在第四和第八周结束时。研究人员使用可穿戴设备在每次干预期间跟踪参与者的心率,并在每次结束时评估Borg感知锻炼量表。
    结论:这项研究的发现对目前的文献做出了一些贡献。首先,这项研究全面报道了对青少年抑郁症患者多维度症状的干预效果。第二,这项研究还比较了运动与传统运动的功效。这些发现为使用运动游戏作为抑郁症的辅助干预提供了理论基础,并为未来的研究奠定了基础。
    背景:该试验已在中国临床试验注册中心注册(注册编号:ChiCTR2100052709;注册状态:预期注册;)2021年3月11日,URL:http://www。chictr.org.cn/edit。aspx?pid=135663&htm=4。
    Depression is a condition that imposes a significant disease burden, with cognitive impairment being one of its costly symptoms. While cognitive rehabilitation is crucial, it is also challenging. Although some studies have investigated the impact of exergames on cognitive function improvement, these have primarily focused on the elderly population, with limited attention given to individuals with depression. Consequently, this study aims to investigate the effects of exergames on cognitive functions in adolescents with depression and compare the effectiveness of exergames with traditional exercise.
    The present investigation is a single-center randomized controlled trial that employs the ANOVA method to calculate the sample size using G*Power software, assuming a 25% dropout rate. The study enrolls fifty-four eligible patients with depression who are randomly allocated to one of three treatment groups: the exergames group, which receives standard treatment and exergames intervention; the exercise group, which receives standard treatment and traditional exercise intervention; and the control group, which receives standard treatment exclusively. The study provides a comprehensive regimen of 22 supervised exercise and exergame sessions over an 8-week period, with a frequency of twice per week for the initial two weeks and three times per week for the subsequent six weeks. The researchers gather cognitive, mood, and sleep metrics at the onset of the first week, as well as at the conclusion of the fourth and eighth weeks. The researchers employ a wearable device to track participants\' heart rate during each intervention session and evaluate the Borg Rating of Perceived Exertion scale at the conclusion of each session.
    The findings from this study make several contributions to the current literature. First, this study comprehensively reports the efficacy of an exergames intervention for multidimensional symptoms in adolescents with depression. Second, this study also compares the efficacy of exergames with that of traditional exercise. These findings provide a theoretical basis for the use of exergames as an adjunctive intervention for depression and lay the groundwork for future research.
    This trial is registered with the Chinese Clinical Trials Registry (Registration number: ChiCTR2100052709; Registration Status: Prospective registration;) 3/11/2021, URL:    http://www.chictr.org.cn/edit.aspx?pid=135663&htm=4 .
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  • 文章类型: Journal Article
    观众的存在及其反馈可能会影响人们在活动期间的表现和体验,特别是与网球或拳击等运动有关的。同样,在电子游戏中,如果有观众及其对玩家在环境中的表现的反馈,玩家\'游戏玩法可能会受到影响。一般地,包含具有非玩家角色(NPC)的观众在视频游戏中是常见的。然而,在虚拟现实(VR)游戏中使用NPC观众的探索有限,特别是关注老年球员。为了填补这个空白,这项工作研究了NPC受众及其相关反馈(有/无)对VRexercame老年用户的影响。在用户研究中,我们在虚拟观众中使用了120个NPC。结果表明,具有响应反馈的NPC观众的存在导致更高的性能(执行手势动作的成功率更高,执行更成功的动作组合(或简称连击),和更多的对手的连击阻止)和更好的游戏体验(具有更高的能力水平,自主性,亲缘关系,沉浸,和直观的控制)的老年球员。我们的结果可以帮助构建针对老年用户的VR游戏的设计和工程,以帮助他们拥有增强的游戏体验并改善他们的健康状况。
    The presence of an audience and its feedback could affect people\'s performance and experience during an event, especially related to sports such as tennis or boxing. Similarly, in videogames, players\' gameplay could be affected if there is an audience and its feedback in response to players\' performance in the environment. The inclusion of an audience with non-player characters (NPC) is common in videogames in general. However, there is a limited exploration of the use of an NPC audience in virtual reality (VR) exergames, especially focusing on elderly players. To fill this gap, this work examines the effect of an NPC audience and its associated feedback (with/without) on elderly users of VR exergames. In a user study, we used 120 NPC in a virtual audience. Results showed that the presence of the NPC audience with responsive feedback led to higher performance (with a higher success rate of performing gesture actions, more successful combinations of actions (or combos for short) performed, and more opponent\'s combos prevented) and better gameplay experience (with higher levels of competence, autonomy, relatedness, immersion, and intuitive controls) of elderly players. Our results can help frame the design and engineering of VR exergames that are targeted at elderly users to help them have an enhanced gameplay experience and improve their health.
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  • 文章类型: Journal Article
    尽管人们普遍对利用非玩家角色(NPC)来增强游戏体验感兴趣,在理解NPC观众如何(即,那些观看用户动作的场景中的虚拟角色)会影响玩家。例如,尚未研究NPC观众的存在和反馈对球员表现和体验的影响,尤其是在虚拟现实(VR)游戏中。本文旨在填补这一空白,并报告了两项用户研究,以评估其对此类游戏的影响。研究1探讨了在基于手势的VR游戏中让NPC观众在场及其反馈的影响,并发现让NPC观众及其反馈可以提高玩家的游戏表现,经验,和努力。根据研究1的结果,我们进一步探讨了观众的两个特征-他们的团体规模(小/大)和他们的反馈(有/没有)。结果表明,(1)大量观众更有帮助,因为它提高了整体游戏体验(更高的能力,流量,浸没),增加AvgHR%(平均心率百分比除以最大心率),并提高性能(提高了玩家的组合性能并提高了特定手势的手势成功率);(2)观众反馈有助于提高玩家的性能(更高的手势成功率,更多的连击成功执行,更多的怪物组合被阻止),增强游戏体验(积极影响,能力,流量,和沉浸),减少负面的游戏体验,增加劳累(平均HR%和燃烧更多卡路里)。根据结果,我们得出了VR游戏的两个主要设计建议,可以为提高游戏性能和游戏体验铺平道路,尤其是年轻人。
    Despite the widespread interest in leveraging non-player characters (NPCs) to enhance gameplay experiences, there is a gap in understanding of how NPC spectators (i.e., those virtual characters in the scene that watch users\' actions) affect players. For instance, the impact of NPC spectators\' presence and feedback on players\' performance and experience has not been studied, especially in virtual reality (VR) exergames. This paper aims to fill this gap and reports two user studies that assess their effect on such games. Study 1 explored the impact of having NPC spectators present and their feedback available in a gesture-based VR exergame and found having NPC spectators and their feedback could improve players\' game performance, experience, and exertion. Based on Study 1\'s results, we further explored two characteristics of the spectators-their group size (small/large) and their feedback (with/without). The results show that (1) a large spectator number is more helpful since it improves the overall game experience (higher competence, flow, immersion), increases AvgHR% (the average heart rate percentage divided by the maximum heart rate), and enhances performance (improved players\' combo performance and increased gesture success rate for particular gesture); (2) spectator feedback is instrumental in improving players\' performance (higher gesture success rates, more combos performed successfully, more monster\'s combos prevented), enhancing game experience (positive affect, competence, flow, and immersion), and reducing negative game experience, increasing exertion (AvgHR% and burned more calories). Based on the results, we derived two main design recommendations for VR exergames that could pave the way for improving gameplay performance and game experience, especially among young adults.
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  • 文章类型: Randomized Controlled Trial
    目的:本文的目的是调查玩运动游戏是否可以提高年轻人的生活质量,并研究潜在的主持人。方法:进行为期12周的随机对照试验。使用简短的36项版本(SF-36)量表测量生活质量。所有参与者都在台湾20至24岁之间。干预组的参与者(n=55)被要求参加12周的运动游戏,一周三次一次30分钟,而对照组(n=62)的参与者没有参加运动游戏。计算12周试验开始和结束之间的生活质量评分的变化。采用独立t检验分析差异。结果:干预组参与者在身体功能方面的生活质量得到了提高,角色-物理(由于身体健康而导致的角色限制),一般健康,和社会功能。此外,对锻炼者不热情的干预组参与者在身体功能方面的生活质量得到了提高,角色-物理,和一般健康。试图控制体重的干预组参与者总体健康状况增强,活力,和心理健康。结论:玩游戏可以在身心健康方面提高用户的生活质量。
    Objective: The purpose of this paper is to investigate whether playing exergames can enhance quality of life among young adults and it examines the potential moderators. Methods: A 12-week randomized controlled trial was conducted. Quality of life was measured using the short-form 36-item version (SF-36) scale. All the participants were between 20 and 24 years old in Taiwan. Participants in the intervention group (n = 55) were asked to play exergames for 12 weeks, three times a week and 30 minutes at a time, while participants in the control group (n = 62) did not play exergames. The changes in the scores on quality of life between the beginning and the end of the 12-week trial were calculated. Independent t-tests were used to analyze the differences. Results: The intervention group participants experienced an enhanced quality of life in terms of physical functioning, role-physical (role limitations due to physical health), general health, and social functioning. Moreover, the intervention group participants who were not enthusiastic about exercisers experienced an enhanced quality of life in physical functioning, role-physical, and general health. The intervention group participants who attempted to control their weight experienced enhanced general health, vitality, and mental health. Conclusion: Playing exergaming could contribute to users\' quality of life in terms of both physical and mental health.
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  • 文章类型: Journal Article
    执行功能(EF)对幼儿发展至关重要,提高学前教育EF的有效计划变得越来越重要。越来越多的证据表明,利用主动视频游戏(exergames)进行综合的身体认知干预训练可能是改善EF的可行策略。然而,这种方法在学前教育中的应用缺乏经验证据。必须评估在学龄前儿童中进行游戏干预训练的有效性。这项研究进行了一项随机对照试验,以评估运动干预训练对学龄前儿童EF的影响。共纳入48名年龄在4-5岁的参与者;24名被随机分配接受exergames体育锻炼训练,其余24人接受了常规的体育锻炼。经过四周的干预,与接受传统体育活动计划的儿童相比,接受运动干预训练的儿童在所有三项EF任务中表现出更大的收益.后续采访显示,孩子们很好地接受了比赛。结果表明,将运动游戏纳入学前教育以提高儿童的EF是可行的,支持先前的发现,并从早期儿童研究中提供更多的经验证据。
    Executive functions (EFs) are essential for early childhood development, and effective programs to improve EFs in preschool education are becoming increasingly crucial. There is rising evidence that combined physical-cognitive intervention training utilizing active video games (exergames) could be a viable strategy to improve EFs. However, there is a shortage of empirical evidence on the application of this approach in preschool education. The effectiveness of exergame intervention training in preschools must be evaluated. This study conducted a randomized controlled trial to assess the effects of exergames intervention training on preschool children\'s EFs. A total of 48 participants aged 4-5 years were enrolled; 24 were randomly allocated to receive exergames physical activity training, and the remaining 24 received conventional physical activity training. After a four-week intervention, the children who received the exergames intervention training exhibited considerably greater gains in all three EFs tasks than children who received the conventional physical activity program. Follow-up interviews revealed that the children accepted the exergames well. The results demonstrate the viability of incorporating exergames into preschool education to improve children\'s EFs, supporting prior findings and offering more empirical evidence from early childhood research.
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  • 文章类型: Journal Article
    运动游戏吸引了公众和研究人员越来越多的关注。尽管以前的系统评价提供了证据,表明运动训练有利于改善老年人的平衡或活动能力,多维物理功能测量,包括平衡,上身强度,下体强度,有氧耐力,和步态,可以帮助我们获得更可靠和可靠的结果。这项荟萃分析旨在量化运动训练对健康老年人整体和特定身体功能的影响。我们系统地搜索了1985年1月至2021年6月之间发表的exergame训练研究。本荟萃分析包括48项研究,共有1099名参与者纳入训练组,1098名参与者纳入对照组.随机效应荟萃分析发现,老年人在整体身体机能表现方面获得的益处很小(g=0.43,95%置信区间[CI]=0.33至0.53),平衡中的中度益处(g=0.59,95%CI=0.46至0.71),上身强度(g=0.65,95%CI=0.20至1.10),下体强度(g=0.51,95%CI=0.37至0.65),和有氧耐力(g=0.65,95%CI=0.44至0.86),步态的小益处(g=0.33,95%CI=0.08至0.59),运动训练对上半身柔韧性(g=0.13,95%CI=-0.06至0.32)和下半身柔韧性(g=0.10,95%CI=-0.45至0.67)的影响可忽略不计。心理状态检查得分与训练效果呈正相关(β=0.08,P=0.01),而训练组的体重指数和样本量与训练效果呈负相关(β=-0.01,P<0.01;β=-0.004,P<0.01)。当前的荟萃分析结果表明,游戏训练对老年人的整体身体功能产生了普遍的益处,对特定的身体功能域产生了不同的影响。
    Exergames have attracted increasing attention from both the public and researchers. Although previous systematic reviews provided evidence that exergame training is beneficial for improving balance or mobility in older adults, multidimensional physical function measurements, including balance, upper body strength, lower body strength, aerobic endurance, and gait, might help us achieve more robust and reliable results. This meta-analysis aims to quantify the effects of exergame training on overall and specific physical function in healthy older adults. We systematically searched exergame training studies published between January 1985 and June 2021. Forty-eight studies were included in the present meta-analysis, with a total of 1099 participants included in the training group and 1098 participants in the control group. Random-effects meta-analyses found that older adults obtained a small benefit in overall physical function performance (g = 0.43, 95% confidence interval [CI] = 0.33 to 0.53), moderate benefits in balance (g = 0.59, 95% CI = 0.46 to 0.71), upper body strength (g = 0.65, 95% CI = 0.20 to 1.10), lower body strength (g = 0.51, 95% CI = 0.37 to 0.65), and aerobic endurance (g = 0.65, 95% CI = 0.44 to 0.86), a small benefit in gait (g = 0.33, 95% CI = 0.08 to 0.59), and negligible effects on upper body flexibility (g = 0.13, 95% CI = -0.06 to 0.32) and lower body flexibility (g = 0.10, 95% CI = -0.45 to 0.67) from exergame training. The mini-mental state examination score was positively associated with the overall training efficacy (β = 0.08, P = 0.01), while body mass index and the sample size in the training group were negatively associated with the overall training efficacy (β = -0.01, P < 0.01; β = -0.004, P < 0.01). The current meta-analytic findings revealed that exergame training produced general benefits for overall physical function and different effects on specific physical function domains in older adults.
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