Insights on the User Experience and Feasibility of an Electromyography-Driven Exergame Combined With Blood Flow Restriction for Strength Training in Hospitalized Older Adults: Mixed Methods Randomized Controlled Feasibility Study.

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2025-06-10 DOI:10.2196/69400
Ruben Debeuf, Reinhard Claeys, Margo Berlanger, Myrthe Bunt, Aziz Debain, Daan De Vlieger, Matthias Eggermont, Mahyar Firouzi, Stefania Guida, Katarína Kostková, Siddhartha Lieten, Lubos Omelina, Silvia Zaccardi, Bart Jansen, Eva Swinnen, David Beckwée
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引用次数: 0

Abstract

Background: Hospitalized older adults often spend prolonged periods of time bedridden, leading to decreased muscle strength and function. To tackle this, rehabilitation aims to keep patients active and train affected muscles. Exergames have proven to be effective in the rehabilitation of different patient populations and offer a motivating solution to combat inactivity associated with hospitalization. Furthermore, blood flow restriction (BFR) is effective in therapy for weakened patients, so combining BFR and exergames might be promising.

Objective: As part of an iterative process of user-centered development, this mixed method study investigates the acceptability and feasibility of the Ghostly game as a stand-alone added therapy or combined with BFR in strength training of hospitalized older adults.

Methods: A mixed methods study was conducted on 15 hospitalized older adults. Participants were randomized into 3 groups and received daily interventions from the moment they were included in the geriatric ward, until discharge from the hospital. The Ghostly group received daily conventional therapy with the Ghostly game as added therapy, the Ghostly + BFR group received daily conventional therapy with Ghostly in combination with BFR as added therapy and last, the control group received daily conventional therapy with dose-matched isometric exercises as added therapy. The primary outcome, user experience, was assessed before discharge from the hospital using the Usefulness, Satisfaction, and Ease of Use questionnaire and through expert observations. Clinical outcomes such as muscle strength, muscle architecture, and segmental body composition were assessed at baseline and before discharge from the hospital to test the feasibility of the research protocol in preparation for future randomized controlled trials.

Results: A total of 15 hospitalized older adults (11 female participants, 73.33%) were included in this study with an average age of 84.53 (range: 78-94) years. Participants received an average of 3.47 (range: 3-5) intervention sessions after transferring to the geriatric ward of the hospital. Results on user experience revealed high scores on all subcategories of the Usefulness, Satisfaction, and Ease of Use questionnaire (usefulness: 78.93%, ease of use: 82.99%, ease of learning: 85.36%, and satisfaction: 87.55%). Furthermore, expert observations identified issues with color contrast, reaction time speed, and the need to tailor the game to accommodate the diverse requirements of different patient populations. All outcomes and procedures were found feasible for a future randomized controlled trial.

Conclusions: This mixed methods study combines the innovative aspects of an electromyography-driven exergame with strength training principles of BFR and reveals the acceptability and feasibility of the Ghostly game as a stand-alone added therapy modality for strength training in hospitalized older adults and in combination with BFR. Future improvements of the exergame could focus on addressing expert-identified issues, including optimizing color contrast, adjusting reaction time speeds, and tailoring the game to meet the needs of different patient populations.

对住院老年人肌电驱动运动游戏结合血流限制进行力量训练的用户体验和可行性的见解:混合方法随机对照可行性研究。
背景:住院的老年人经常长时间卧床,导致肌肉力量和功能下降。为了解决这个问题,康复的目的是让病人保持活跃,训练受影响的肌肉。Exergames已被证明在不同患者群体的康复中是有效的,并提供了一种激励解决方案,以对抗与住院相关的不活动。此外,血流量限制(BFR)在虚弱患者的治疗中是有效的,因此将BFR和exergames结合可能是有希望的。目的:作为以用户为中心的迭代开发过程的一部分,本混合方法研究调查了ghost游戏作为单独添加治疗或与BFR联合用于住院老年人力量训练的可接受性和可行性。方法:采用混合方法对15例住院老年人进行研究。参与者被随机分为3组,从他们被纳入老年病房的那一刻起,每天接受干预,直到出院。ghost组接受每日常规治疗,并辅以ghost游戏;ghost + BFR组接受每日常规治疗,并结合鬼怪与BFR作为补充治疗;最后,对照组接受每日常规治疗,并辅以剂量匹配的等长运动。主要结果,用户体验,在出院前通过有用性、满意度和易用性问卷调查和专家观察进行评估。在基线和出院前评估临床结果,如肌肉力量、肌肉结构和节段体组成,以测试研究方案的可行性,为未来的随机对照试验做准备。结果:本研究共纳入住院老年人15例(女性11例,占73.33%),平均年龄84.53岁(78 ~ 94岁)。在转移到医院的老年病房后,参与者平均接受了3.47(范围:3-5)次干预。用户体验的结果显示,在有用性、满意度和易用性问卷的所有子类别上都获得高分(有用性:78.93%,易用性:82.99%,易学性:85.36%,满意度:87.55%)。此外,专家的观察还发现了颜色对比、反应时间速度以及调整游戏以适应不同患者群体不同需求的必要性等问题。所有结果和程序对于未来的随机对照试验都是可行的。结论:这项混合方法的研究将肌电图驱动的运动游戏的创新方面与BFR的力量训练原则相结合,揭示了ghost游戏作为住院老年人力量训练的独立附加治疗方式的可接受性和可行性,并与BFR结合。exergame的未来改进可以集中在解决专家确定的问题上,包括优化颜色对比度,调整反应时间速度,以及定制游戏以满足不同患者群体的需求。
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
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
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