Physical and Affective Physical Literacy Domains Improved After a Six-Week Exergame Exercise Program in Older Adults: A Randomized Controlled Clinical Trial.

IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH
Games for Health Journal Pub Date : 2023-10-01 Epub Date: 2023-06-13 DOI:10.1089/g4h.2022.0212
Alexandre Monte Campelo, Alanna Weisberg, Dwayne P Sheehan, Kathryn Schneider, Victor R A Cossich, Larry Katz
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引用次数: 0

Abstract

Introduction: We investigated the effects of an exergames-based exercise program for older adults, and its benefits on their physical literacy (PL) domains, such as physical (mobility skills), affective (motivation and confidence), cognitive (knowledge about physical activity [PA]), and behavioral (daily exertion) when compared with a conventional exercise program and no training (NT) (control). Material and Methods: Forty older adults (mean age 72 years) volunteered and were randomized within three groups-exergame training (ET; n = 15), conventional training (CT; n = 14), and NT (n = 11). ET group performed training sessions based on a commercially available exergame console, while the CT group enrolled in a convention exercise program (aerobic, strength, balance, and flexibility exercises). The training program was conducted three times a week for 6 weeks. The Timed Up and Go Test (TUG), Exercise Confidence Survey (ECS), Motives for Physical Activity Measure-Revised (MPAM-R), Knowledge and Understanding Questionnaire (K&UQ), and total PA tracking (using wearable technology) were used as the study's outcomes. Outcome variables were measured at preintervention (week 0), postintervention (week 6), and at the time of final follow-up (week 9). Results: We observed a reduction in the ET TUG time at postintervention and follow-up. Also, a significant main effect for group and moment of measurement was observed for the Fitness-Health subscore, derived from MPAM-R. The values demonstrated by ET and CT were statistically different (P = 0.01) and a within-group comparison revealed significant differences in the ET from preintervention to both postintervention and follow-up (both, P = 0.01). We did not observe any other significant difference. Conclusion: Our results suggest that a 6-week exergame-based training program may have the potential in improving the physical and affective domains of PL in community-dwelling older adults. The topics related to fitness and health seem to be of interest in this population and programs can make use of them to improve the PL domains.

老年人六周运动锻炼后身体和情感物理素养领域的改善:一项随机对照临床试验。
引言:与传统的锻炼计划和不训练(NT)(对照)相比,我们研究了基于运动游戏的锻炼计划对老年人的影响,以及它对他们的身体识字(PL)领域的益处,如身体(行动技能)、情感(动机和信心)、认知(体育活动知识[PA])和行为(日常锻炼)。材料和方法:40名老年人(平均年龄72岁)自愿参加并随机分为三组:运动训练(ET;n = 15) ,常规训练(CT;n = 14) ,和NT(n = 11) 。ET组在商用运动游戏机的基础上进行训练,而CT组则参加了常规锻炼项目(有氧、力量、平衡和柔韧性锻炼)。培训计划每周进行三次,为期6周。研究结果使用了定时起床测试(TUG)、运动信心调查(ECS)、修订的体育活动动机测量(MPAM-R)、知识与理解问卷(K&UQ)和总PA跟踪(使用可穿戴技术)。在干预前(第0周)、干预后(第6周)和最后随访时(第9周)测量结果变量。结果:我们观察到干预后和随访时ET TUG时间减少。此外,从MPAM-R得出的健身健康分量表对群体和测量时刻也有显著的主要影响。ET和CT显示的数值有统计学差异(P = 0.01),组内比较显示,干预前、干预后和随访的ET均存在显著差异(P = 0.01)。我们没有观察到任何其他显著差异。结论:我们的研究结果表明,为期6周的基于锻炼的训练计划可能有可能改善居住在社区的老年人PL的身体和情感领域。与健身和健康相关的主题似乎对这一人群感兴趣,项目可以利用它们来改善PL领域。
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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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