Virtual Reality Exergaming Capability to Change Muscle Strategy During the Limits of Stability Test and Reduce Fear of Falling in Primary Osteoporotic Women.

IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH
Mohammad Gilani, Giti Torkaman, Fariba Bahrami, Noushin Bayat
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引用次数: 2

Abstract

Objective: Muscle strength and balance impairment change the control strategy and increase the probability of falling. This study aimed to investigate the effect of 6-week strength-balance training through virtual reality exergaming (VRE) on muscle strategy during the limits of stability (LOS) test, fear of falling, and quality of life (QOL) in osteoporotic women. Materials and Methods: Twenty volunteer postmenopausal women with osteoporosis were randomly allocated to the VRE (n = 10) and traditional training (TRT as control, n = 10) groups. The VRE and TRT strength-balance training was performed for 6 weeks and three sessions per week. Before and after exercise, the muscle activity (onset time, peak root means square [PRMS]) and hip/ankle activity ratio were assessed by the wireless electromyography system. The muscle activities of the dominant leg were recorded during LOS functional test. The fall efficacy scale and QOL were assessed. Paired t-test was used to compare results within groups, and an independent t-test was used to compare the percentage changes in parameters between the two groups. Results: The VRE improved the onset time and PRMS. The VRE significantly reduced the hip/ankle activity ratio in the LOS test's forward, backward, and right directions (P < 0.05). No significant change was seen in all directions of the LOS functional test in the TRT group (P > 0.05). VRE reduced the fall efficacy scale (P = 0.042). Both VRT and TRT improved the total QOL score (P = 0.010). Conclusion: VRE was more effective in decreasing the onset time and hip/ankle ratio of muscle activation. The VRE is recommended to induce a better ability to reduce the fear of falling and control balance during functional activity in osteoporotic women. Clinical Trial Registration number: IRCT20101017004952N9.

虚拟现实锻炼能力改变原发性骨质疏松女性稳定性测试极限时的肌肉策略,减少对跌倒的恐惧。
目的:肌力和平衡障碍改变控制策略,增加跌倒概率。本研究旨在探讨通过虚拟现实锻炼(VRE)进行为期6周的力量平衡训练对骨质疏松症女性在稳定性极限(LOS)测试期间肌肉策略、摔倒恐惧和生活质量(QOL)的影响。材料与方法:将20名绝经后骨质疏松女性志愿者随机分为VRE组(n = 10)和传统训练组(TRT为对照组,n = 10)。VRE和TRT力量平衡训练进行了6周,每周三次。运动前后,采用无线肌电系统评估肌肉活动(起效时间、峰值均方根[PRMS])和髋关节/踝关节活动比。在LOS功能测试中记录主肢的肌肉活动。评估跌倒效能量表和生活质量。组内比较采用配对t检验,两组间参数变化百分率比较采用独立t检验。结果:VRE改善了起效时间和PRMS。VRE显著降低了LOS试验前、后、右三个方向的髋关节/踝关节活动比(P P > 0.05)。VRE降低了跌倒疗效量表(P = 0.042)。VRT和TRT均能提高总生活质量评分(P = 0.010)。结论:VRE能有效缩短发病时间,降低髋关节/踝关节肌肉激活比。VRE被推荐用于诱导骨质疏松症女性更好地减少对跌倒的恐惧和控制功能活动期间的平衡。临床试验注册号:IRCT20101017004952N9。
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来源期刊
CiteScore
6.70
自引率
11.40%
发文量
56
期刊介绍: Games for Health Journal is the first peer-reviewed journal dedicated to advancing the impact of game research, technologies, and applications on human health and well-being. This ground-breaking publication delivers original research that directly impacts this emerging, widely-recognized, and increasingly adopted area of healthcare. Games are rapidly becoming an important tool for improving health behaviors ranging from healthy lifestyle habits and behavior modification, to self-management of illness and chronic conditions to motivating and supporting physical activity. Games are also increasingly used to train healthcare professionals in methods for diagnosis, medical procedures, patient monitoring, as well as for responding to epidemics and natural disasters. Games for Health Journal is a must for anyone interested in the research and design of health games that integrate well-tested, evidence-based behavioral health strategies to help improve health behaviors and to support the delivery of care. Games for Health Journal coverage includes: -Nutrition, weight management, obesity -Disease prevention, self-management, and adherence -Cognitive, mental, emotional, and behavioral health -Games in home-to-clinic telehealth systems
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