Exergames

Exergames
  • 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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  • 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
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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
    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.
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  • 文章类型: Journal Article
    探讨和比较任天堂Wii游戏和家庭锻炼对骨质疏松患者平衡功能的影响,一种影响平衡功能的重要疾病。纳入研究的患者被随机分为两组:Wii运动组(n=30)和家庭运动组(n=30)。wii运动小组在医院理疗师的监督下,用任天堂wii设备和平衡板每周进行三次平衡练习,持续12周,家庭锻炼组规定每周三天进行12周的家庭锻炼。平衡功能用定时向上测试和Berg平衡量表进行评估,并在12周治疗开始和结束时使用跌倒疗效量表评估跌倒风险。治疗前和治疗后定时上行和上行测试的比较,Berg平衡量表,两组的跌倒功效量表结果显示有统计学意义的改善(p=0.001;p<0.05)。此外,两组之间的治疗后测试得分在Wii运动组的Berg平衡量表得分方面显着提高(Mean±SD52.9±3.63)(p=0.001;p<0.05)。在骨质疏松人群中,平衡函数是跌倒风险的稳健预测因子。平衡功能的改善对于预防跌倒和随后的骨质疏松性骨折至关重要。在我们的研究中,我们发现,使用Wii游戏进行的平衡练习可有效改善骨质疏松症患者的平衡功能。
    To investigate and compare the effectiveness of Nintendo Wii games and home exercises on balance functions in patients with osteoporosis, an important disease adversely affecting balance functions. The patients included in the study were randomized into two groups the Wii exercise group (n = 30) and the home exercise group (n = 30). Wii exercise group performed balance exercises with a Nintendo Wii device and balance board three times a week for 12 weeks under the supervision of a physiotherapist in the hospital, and home exercise group was prescribed home exercises three days a week for 12 weeks. Balance functions were evaluated with the timed up-and-go-test and Berg Balance Scale, and the fall risk was evaluated with the Falls Efficacy Scale at the beginning and end of 12 weeks of treatment. Comparison of pre- and post-treatment timed up-and-go-test, Berg Balance Scale, and Falls Efficacy Scale results in both groups revealed statistically significant improvements (p = 0.001; p < 0.05). Furthermore, post-treatment test scores between the two groups demonstrated a significant enhancement in Wii exercise group regarding the Berg Balance Scale score (Mean ± SD 52.9 ± 3.63) (p = 0.001; p < 0.05). Within the osteoporotic population, balance functions serve as robust predictors of fall risk. Improvement in balance functions is crucial for the prevention of falls and subsequent osteoporotic fractures. In our study, we found that balance exercises performed with Wii games are effective in improving balance functions in patients with osteoporosis.
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  • 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.
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