Application of Interactive Video Games as Rehabilitation Tools to Improve Postural Control and Risk of Falls in Prefrail Older Adults

IF 10.5 Q1 ENGINEERING, BIOMEDICAL
Hammad Alhasan, P. Wheeler, D. Fong
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引用次数: 5

Abstract

The purpose of this study was to examine whether interactive video game (IVG) training is an effective way to improve postural control outcomes and decrease the risk of falls. A convenience sample of 12 prefrail older adults were recruited and divided into two groups: intervention group performed IVG training for 40 minutes, twice per week, for a total of 16 sessions. The control group received no intervention and continued their usual activity. Outcome measures were centre of pressure (COP), mean velocity, sway area, and sway path. Secondary outcomes were Berg Balance Scale, Timed Up and Go (TUG), Falls Efficacy Scale International (FES-I), and Activities-Specific Balance Confidence (ABC). Assessment was conducted with preintervention (week zero) and postintervention (week eight). The intervention group showed significant improvement in mean velocity, sway area, Berg Balance Scale, and TUG (p < 0.01) compared to the control group. However, no significant improvement was observed for sway path (p = 0.35), FES-I (p = 0.383), and ABC (p = 0.283). This study showed that IVG training led to significant improvements in postural control but not for risk of falls.
应用互动视频游戏作为康复工具改善体位控制和老年人跌倒风险
本研究的目的是检验交互式视频游戏(IVG)训练是否能有效改善姿势控制结果和降低跌倒风险。为了方便起见,我们招募了12名体弱多病的老年人作为样本,并将其分为两组:干预组进行IVG训练,每次40分钟,每周两次,共16次。对照组没有接受任何干预,继续他们的日常活动。结果测量为压力中心(COP)、平均速度、摇摆面积和摇摆路径。次要结果是Berg平衡量表、计时起走量表(TUG)、国际跌倒效能量表(FES-I)和活动特定平衡信心量表(ABC)。评估在干预前(第0周)和干预后(第8周)进行。干预组的平均速度、摇摆面积、Berg平衡量表、TUG均较对照组有显著改善(p < 0.01)。然而,在摇摆路径(p = 0.35)、FES-I (p = 0.383)和ABC (p = 0.283)方面没有观察到显著的改善。这项研究表明,IVG训练可以显著改善姿势控制,但不能降低跌倒的风险。
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
CiteScore
7.70
自引率
0.00%
发文量
0
审稿时长
21 weeks
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