Adherence and perceptions of a home sports video gaming program in persons with spinal cord injuries: A pilot study.

IF 1.8 4区 医学 Q3 CLINICAL NEUROLOGY
Journal of Spinal Cord Medicine Pub Date : 2025-03-01 Epub Date: 2023-11-17 DOI:10.1080/10790268.2023.2268328
Jeffrey P Jaramillo, M Elise Johanson, B Jenny Kiratli
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引用次数: 0

Abstract

Objective: Sports video-gaming can facilitate increased activity levels in persons with limited exercise options. Understanding how persons with spinal cord injuries (SCI) participate in home-based video-gaming and its potential impact on maintaining or enhancing physical function remains largely unexplored. The purpose of this study was to evaluate adherence, perceptions, and potential physical effects of a home sports video-game program for persons with chronic SCI.

Participants: Fourteen individuals with chronic SCI (9 tetraplegia, 5 paraplegia).

Design: This was a prospective study. Wii video-gaming systems that included four sports games were provided to participants for home use. Participants were instructed to play for 8 weeks 3-4 days/week. The video consoles recorded the time and number of sessions played.

Outcome measures: At baseline and at the conclusion of the program, measurements were made of upper extremity strength, perceived exertion, active heart rate, pain, balance, and a functional upper extremity (UE) test. The total time and number of sessions were compared to the prescribed game play as a measure of adherence. Scores from a self-reported survey were used to gauge participants' satisfaction and perceptions of their gaming experience.

Results: Overall mean gaming adherence was 85% during the first 4 weeks and 69% for the second 4 weeks. There were no significant changes in upper extremity strength, active heart rate, balance, pain, or functional UE test for either group. All of the participants rated video gaming as enjoyable and 85.7% perceived that it could be used as a form of exercise.

Conclusion: The Wii sports home video-gaming intervention elicited overall high adherence rates and was well received by study participants indicating that it may have value as an adjunctive tool for increasing physical activity for individuals with SCI.

脊髓损伤患者家庭运动视频游戏项目的依从性和感知:一项试点研究。
目的:体育视频游戏可以促进运动选择有限的人增加活动水平。了解脊髓损伤(SCI)的人如何参与家庭视频游戏及其对维持或增强身体功能的潜在影响在很大程度上仍未被探索。本研究的目的是评估慢性脊髓损伤患者家庭运动视频游戏项目的依从性、感知和潜在的身体影响。参与者:14例慢性脊髓损伤患者(9例四肢瘫痪,5例截瘫)。设计:这是一项前瞻性研究。包括四款运动游戏的Wii视频游戏系统被提供给参与者供家庭使用。参与者被要求玩8周,每周3-4天。视频控制台记录了播放的时间和次数。结果测量:在基线和项目结束时,测量上肢力量、感知运动、活跃心率、疼痛、平衡和上肢功能(UE)测试。将总时间和回合数与规定的游戏玩法进行比较,作为依从性的衡量标准。来自自我报告调查的分数用于衡量参与者对游戏体验的满意度和看法。结果:前4周的平均游戏依从性为85%,后4周为69%。两组患者的上肢力量、活动心率、平衡、疼痛或功能性UE测试均无显著变化。所有参与者都认为电子游戏很有趣,85.7%的人认为它可以作为一种锻炼形式。结论:Wii运动家庭视频游戏干预引发了总体上较高的依从率,并受到研究参与者的好评,这表明它可能具有作为增加SCI患者体育活动的辅助工具的价值。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Journal of Spinal Cord Medicine
Journal of Spinal Cord Medicine 医学-临床神经学
CiteScore
4.20
自引率
5.90%
发文量
101
审稿时长
6-12 weeks
期刊介绍: For more than three decades, The Journal of Spinal Cord Medicine has reflected the evolution of the field of spinal cord medicine. From its inception as a newsletter for physicians striving to provide the best of care, JSCM has matured into an international journal that serves professionals from all disciplines—medicine, nursing, therapy, engineering, psychology and social work.
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