Effects of Active Video Games in Patients With Cancer: Systematic Review.

IF 3.3 Q2 ONCOLOGY
JMIR Cancer Pub Date : 2023-05-26 DOI:10.2196/45037
Romane Peyrachon, Amélie Rébillard
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引用次数: 1

Abstract

Background: Physical activity (PA) is now considered an adjuvant therapy in cancer treatment; nevertheless, multiple barriers could reduce PA engagement during treatment. Active video games (AVGs) lead to the achievement of mild- to moderate-intensity PA and represent a promising tool for regular movement and exercise.

Objective: This paper aims to review the current literature and provide updated content on the physiological and psychological effects of AVG-based interventions in patients with cancer undergoing treatment.

Methods: Four electronic databases were investigated. Studies reporting on AVG interventions delivered to patients undergoing treatment were included. A total of 21 articles (17 interventions) were identified for data extraction and quality assessment.

Results: A total of 362 patients with cancer participated in the studies (number of participants 3-70). The majority underwent treatment for breast, lung, prostate, hematologic, or oral or laryngeal cancer. The types and stages of cancer varied in all studies. Participants ranged in age from 3 to 93 years. Four studies included patients with pediatric cancer. The duration of interventions ranged from 2 to 16 weeks, with a minimum of 2 sessions per week and a maximum of 1 daily session. Sessions were supervised in 10 studies, and 7 included home-based interventions. AVG interventions improved endurance, quality of life, cancer-related fatigue, and self-efficacy. Effects were mixed on strength, physical function, and depression. AVGs did not affect activity level, body composition, or anxiety. Compared with standard physiotherapy, physiological effects were lower or similar, and psychological effects were higher or similar.

Conclusions: Overall, our results suggest that AVGs can be recommended to patients undergoing cancer treatment, given the physiological and psychological benefits. When AVGs are proposed, supervision of the sessions should be considered as it can limit dropouts. In the future, it is important to develop AVGs that combine endurance and muscle strengthening, with the possibility of achieving moderate to high exercise intensity, depending on the physical abilities of the patients, as indicated in the World Health Organization's recommendations.

Abstract Image

积极电子游戏对癌症患者的影响:系统综述。
背景:体育活动(PA)现在被认为是癌症治疗的辅助疗法;然而,在治疗过程中,多重障碍可能会减少PA的参与。主动视频游戏(avg)可以达到轻度到中等强度的PA,是一种有前途的常规运动和锻炼工具。目的:本文旨在回顾现有文献,提供基于avg的干预措施对正在接受治疗的癌症患者生理和心理影响的最新内容。方法:对4个电子数据库进行调查。纳入了对正在接受治疗的患者进行AVG干预的研究报告。共有21篇文章(17项干预措施)被确定用于数据提取和质量评估。结果:共有362例癌症患者参与研究(人数3-70人)。大多数患者接受了乳腺癌、肺癌、前列腺癌、血液癌、口腔癌或喉癌的治疗。在所有的研究中,癌症的类型和阶段各不相同。参与者的年龄从3岁到93岁不等。四项研究包括儿童癌症患者。干预的持续时间为2至16周,每周最少2次,每天最多1次。在10项研究中,有7项包括以家庭为基础的干预。AVG干预提高了耐力、生活质量、癌症相关疲劳和自我效能。对力量、身体功能和抑郁的影响是混合的。AVGs不影响活动水平、身体成分或焦虑。与标准物理治疗相比,生理效果较低或相近,心理效果较高或相近。结论:总的来说,我们的研究结果表明,鉴于AVGs在生理和心理上的益处,可以推荐给正在接受癌症治疗的患者。当提出AVGs时,应该考虑对会议进行监督,因为它可以限制退出。在未来,重要的是开发结合耐力和肌肉强化的AVGs,并有可能达到中等到高的运动强度,这取决于患者的身体能力,如世界卫生组织的建议所示。
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 Cancer
JMIR Cancer ONCOLOGY-
CiteScore
4.10
自引率
0.00%
发文量
64
审稿时长
12 weeks
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