Effects of Motor-Cognitive Dual-Task Standing Balance Exergaming Training on Healthy Older Adults' Standing Balance and Walking Performance.

IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH
Azusa Uematsu, Kazushi Tsuchiya, Hideto Fukushima, Tibor Hortobágyi
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引用次数: 1

Abstract

Objective: This study examined the effects of motor-cognitive dual-task exergaming standing balance training on healthy older adults' static, dynamic, and walking balance. Methods: Twenty-four adults older than 70 years (control group: n = 9, males = 6, balance training group: n = 15, males = 8) completed the experiment. Dual-tasking standing balance training comprised the accurate control of a ping-pong ball on a tray held with both hands, while standing on one leg (analog training) and three modules of Wii Fit™ exergaming (digital training). The duration of balance training was ∼15 minutes per day, 2 days per week for 8 weeks, in total 16 sessions. We measured one-leg standing time, functional reach distance, walking balance evaluated by the distance walked on a narrow beam (4-cm long, 4-cm wide, and 2-cm high) with single and dual tasking, habitual and maximal walking speed, and muscle strength of the hip extensor, hip abductor, hip adductor, knee extensor, and plantarflexor muscle groups in the right leg at baseline and after 8 weeks. Results: Control group decreased, but balance training group increased one-leg standing time. Only the balance training group improved functional reach distance and hip and knee extensor strength. There was no change in walking speed and walking balance in either group. In the balance training group, changes in maximal speed correlated with changes in dual-tasking walking balance and changes in one-leg standing time correlated with changes in single-tasking walking balance. Conclusion: These results suggest that 16 sessions of motor-cognitive dual-task standing exergaming balance training substantially improved healthy older adults' static and dynamic balance and leg muscle strength but failed to improve walking speed and walking balance. Balance exercises specific to walking balance need to be included in balance training to improve walking balance.

运动-认知双任务站立平衡运动游戏训练对健康老年人站立平衡和步行表现的影响
目的:研究运动-认知双任务站立平衡训练对健康老年人静态、动态和行走平衡的影响。方法:24例70岁以上老年人(对照组9例,男性6例,平衡训练组15例,男性8例)完成实验。双任务站立平衡训练包括在单腿站立时用双手准确控制托盘上的乒乓球(模拟训练)和三个Wii Fit™运动模块(数字训练)。平衡训练的持续时间为每天~ 15分钟,每周2天,持续8周,共16次。我们测量了单腿站立时间、功能到达距离、行走平衡(通过单任务和双任务在窄梁(4厘米长、4厘米宽、2厘米高)上行走的距离来评估,习惯和最大行走速度,以及基线和8周后右腿髋伸肌、髋外展肌、髋内收肌、膝伸肌和跖屈肌群的肌肉力量。结果:对照组降低,平衡训练组单腿站立时间增加。只有平衡训练组提高了功能性伸展距离和髋膝伸肌力量。两组的行走速度和行走平衡都没有变化。在平衡训练组中,最大速度的变化与双任务行走平衡的变化相关,单腿站立时间的变化与单任务行走平衡的变化相关。结论:16次运动-认知双任务站立运动平衡训练可显著改善健康老年人的静态、动态平衡和腿部肌肉力量,但不能改善步行速度和步行平衡。需要在平衡训练中包括针对行走平衡的平衡练习,以改善行走平衡。
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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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