Games for Health Journal最新文献

筛选
英文 中文
Immersive Virtual Reality Fitness Games to Improve Recovery After Colorectal Surgery: A Randomized Single Blind Controlled Pilot Trial. 沉浸式虚拟现实健身游戏提高结肠直肠癌手术后的恢复:一项随机单盲对照试验。
IF 3.5 3区 医学
Games for Health Journal Pub Date : 2023-12-01 Epub Date: 2023-07-10 DOI: 10.1089/g4h.2023.0004
Matthias C Schrempf, Johannes Zanker, Tim Tobias Arndt, Dmytro Vlasenko, Matthias Anthuber, Gernot Müller, Florian Sommer, Sebastian Wolf
{"title":"Immersive Virtual Reality Fitness Games to Improve Recovery After Colorectal Surgery: A Randomized Single Blind Controlled Pilot Trial.","authors":"Matthias C Schrempf, Johannes Zanker, Tim Tobias Arndt, Dmytro Vlasenko, Matthias Anthuber, Gernot Müller, Florian Sommer, Sebastian Wolf","doi":"10.1089/g4h.2023.0004","DOIUrl":"10.1089/g4h.2023.0004","url":null,"abstract":"<p><p><b><i>Introduction:</i></b> Early mobilization after surgery is crucial for reducing postoperative complications and restoring patients' fitness and ability to care for themselves. Immersive, activity-promoting fitness games in virtual reality (VR) can be used as a low-cost motivational adjunct to standard physiotherapy to promote recovery after surgery. In addition, they have potentially positive effects on mood and well-being, which are often compromised after colorectal surgery. The purpose of this pilot study was to evaluate the feasibility and clinical outcomes of a VR-based intervention that provides additional mobilization. <b><i>Methods:</i></b> Patients undergoing curative surgery for colorectal cancer were randomly assigned to an intervention group or a control group. Participants in the intervention group (VR group) received daily bedside fitness exercises using immersive, activity-promoting, virtual reality fitness games in addition to standard care during their postoperative hospital stay. <b><i>Results:</i></b> A total of 62 patients were randomized. The feasibility outcomes were in line with the predefined goals. In the VR group, an improvement in overall mood (+0.76 points; 95% confidence interval [CI] 0.39 to 1.12; <i>P</i> < 0.001) and a shift toward positive feelings were observed. The median length of hospital stay was 7.0 days in the VR group compared with 9.0 days in the control group, but the difference (2.0 days) did not reach statistical significance (95% CI -0.0001 to 3.00; <i>P</i> = 0.076). Surgical outcomes, health status, and measures of distress did not differ between groups. <b><i>Conclusions:</i></b> The study demonstrated the feasibility of a VR intervention that improved overall mood and showed a desirable effect on feelings and length of hospital stay after colorectal surgery. The results should stimulate further research investigating the potential of VR as an adjunct to physiotherapy to enhance mobilization after surgery.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"450-458"},"PeriodicalIF":3.5,"publicationDate":"2023-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"10141591","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Acknowledgment of Reviewers: 2023. 审稿人致谢:2023。
IF 3.5 3区 医学
Games for Health Journal Pub Date : 2023-12-01 DOI: 10.1089/g4h.2023.1111.ack
{"title":"Acknowledgment of Reviewers: 2023.","authors":"","doi":"10.1089/g4h.2023.1111.ack","DOIUrl":"https://doi.org/10.1089/g4h.2023.1111.ack","url":null,"abstract":"","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":"12 6","pages":"489-490"},"PeriodicalIF":3.5,"publicationDate":"2023-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"138483216","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Player 2 Has Entered the Game: Extended Reality and Games for Health. 玩家2已经进入游戏:扩展现实和健康游戏。
IF 3.5 3区 医学
Games for Health Journal Pub Date : 2023-12-01 DOI: 10.1089/g4h.2023.0215
Kimberly Hieftje, Asher Marks
{"title":"Player 2 Has Entered the Game: Extended Reality and Games for Health.","authors":"Kimberly Hieftje, Asher Marks","doi":"10.1089/g4h.2023.0215","DOIUrl":"10.1089/g4h.2023.0215","url":null,"abstract":"","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":"12 6","pages":"427-428"},"PeriodicalIF":3.5,"publicationDate":"2023-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"138483217","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Gamification of Cervical Spine Physiotherapy by Virtual Reality Software: Is This Real Rehabilitation? 虚拟现实软件对颈椎物理治疗的游戏化:这是真正的康复吗?
IF 3.5 3区 医学
Games for Health Journal Pub Date : 2023-12-01 Epub Date: 2023-07-25 DOI: 10.1089/g4h.2023.0036
Lilach Gavish, Omer Weissberger, Yair Barzilay
{"title":"Gamification of Cervical Spine Physiotherapy by Virtual Reality Software: Is This Real Rehabilitation?","authors":"Lilach Gavish, Omer Weissberger, Yair Barzilay","doi":"10.1089/g4h.2023.0036","DOIUrl":"10.1089/g4h.2023.0036","url":null,"abstract":"<p><p><b><i>Objective:</i></b> Physical rehabilitation by virtual reality (VR) gamification is gaining acceptance. This study was designed to verify whether neck movements invoked by a fully immersive VR game environment may be physiotherapist-prescribed rehabilitation exercise. <b><i>Methods:</i></b> This was a single-visit prospective clinical trial (NCT03104647). Healthy participants put on VR headsets and entered a fully immersive game environment (VRPhysio, XRHealth, Tel Aviv, Israel) that prompted neck movement (flexion, extension, rotation, lateral bend, and combinations repeated twice in random order) accompanied by feedback encouraging correct performance. Four board-certified physiotherapists independently viewed videotapes recorded during the session, identified movements, and determined whether they were recommended as neck rehabilitation exercises. <b><i>Results:</i></b> Twenty (<i>n</i> = 20) participants (male-female ratio = 13:7; age = 38 ± 14 years old) completed the training session (16 movements per participant). All movements were identified correctly and determined to be appropriate for neck rehabilitation. No adverse events were reported. <b><i>Conclusions:</i></b> The VRPhysio software invoked movements identified by board-certified physiotherapists as appropriate for neck rehabilitation. The potential advantage of home-based VR gamification of cervical spine rehabilitation programs over common practice in motivating patient adherence warrants evaluation by randomized controlled trials.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"468-471"},"PeriodicalIF":3.5,"publicationDate":"2023-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"9849863","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Feasibility and Effects of Cognitive Training with the COGNIPLAT Game Platform in Elderly with Mild Cognitive Impairment: Pilot Randomized Controlled Trial. COGNIPLAT游戏平台对轻度认知障碍老年人进行认知训练的可行性和效果:试点随机对照试验。
IF 3.5 3区 医学
Games for Health Journal Pub Date : 2023-10-01 Epub Date: 2023-06-05 DOI: 10.1089/g4h.2023.0029
Christos Goumopoulos, Georgios Skikos, Maria Frounta
{"title":"Feasibility and Effects of Cognitive Training with the COGNIPLAT Game Platform in Elderly with Mild Cognitive Impairment: Pilot Randomized Controlled Trial.","authors":"Christos Goumopoulos,&nbsp;Georgios Skikos,&nbsp;Maria Frounta","doi":"10.1089/g4h.2023.0029","DOIUrl":"10.1089/g4h.2023.0029","url":null,"abstract":"<p><p>This study examines the effectiveness of a new multi-domain multimodal cognitive training game platform, COGNIPLAT, in improving cognitive performance in elderly with mild cognitive impairment (MCI). The platform combines standard serious games and cognitive stimulation leveraging virtual and augmented reality technologies. A double-arm, evaluator-blinded randomized controlled trial was conducted with 21 elderly participants in the MCI spectrum, with 11 in the intervention group (INT) and 10 in the control group (CTL). Feasibility was assessed in terms of adherence, effective learning, and perceived usefulness. The INT attended 24 training sessions, 60 minutes long, twice a week, whereas the CTL engaged in normal daily activities and usual care. Results showed that the INT had a statistically significant change in the Montreal Cognitive Assessment score, stages List B Recall, Short-term delayed Recall, and Long-term delayed Recall of the Rey Auditory Verbal Learning Test (RAVLT), Trail Making Test-A and B test scores, Digit Span Test (DST) Forward Span, and Functional Activities Questionnaire score. A trend level difference was also found for the RAVLT Recognition and the DST Backward Span. No significant differences were found for the CTL in any of the metrics. The completion rate of the INT was 91%, and the attendance rate was 100% for participants who completed the follow-up segment of the study. The engagement level was high, and effective learning was observed between the participants. The perceived usability and usefulness of the game platform was assessed as high. This study provides evidence of a positive effect of a multi-domain multimodal-based cognitive training program in elderly with MCI, with broader benefits on cognition by inducing more cooperative transfer effects over different domains.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"414-425"},"PeriodicalIF":3.5,"publicationDate":"2023-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"9578921","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Effects of Cooperative, Competitive, and Solitary Exergames on Cognition and Anxiety Levels in Children with Developmental Disabilities. 合作、竞争和单独锻炼对发育障碍儿童认知和焦虑水平的影响。
IF 3.5 3区 医学
Games for Health Journal Pub Date : 2023-10-01 Epub Date: 2023-06-06 DOI: 10.1089/g4h.2023.0050
Daekook M Nekar, Hye-Yun Kang, Jae-Won Lee, Sung-Yeon Oh, Jae-Ho Yu
{"title":"Effects of Cooperative, Competitive, and Solitary Exergames on Cognition and Anxiety Levels in Children with Developmental Disabilities.","authors":"Daekook M Nekar,&nbsp;Hye-Yun Kang,&nbsp;Jae-Won Lee,&nbsp;Sung-Yeon Oh,&nbsp;Jae-Ho Yu","doi":"10.1089/g4h.2023.0050","DOIUrl":"10.1089/g4h.2023.0050","url":null,"abstract":"Objective: Exergames are playing an important role in person-centered therapy, health care services, and in the rehabilitation field. This study aimed to compare the effects of cooperative, competitive, and solitary exergames on cognition and anxiety levels in children with developmental disabilities (DD). Materials and Methods: This study was a randomized controlled trial pretest-posttest including 36 children with DD who were allocated to the cooperative exergame group (CGG), competitive exergame group (CmGG), and solitary exergame group (SGG). The exergame program was performed two times a week for 8 weeks and the outcome measurements were conducted before and after the program. A paired sample t-test and one-way analysis of variance (ANOVA) were used to analyze the changes within and between the groups. Results: The result indicated a significant improvement in memory, attention, and visual perception in all groups; the CGG and CmGG showed a high increase in attention compared with the SGG. However, only the CGG presented a significant improvement in the language subscale. In terms of anxiety, only the CGG presented substantial improvements in all anxiety subscales. The CmGG showed improvement in social phobia and the SGG in physical injury fears, social phobia, and general anxiety fears. Conclusion: The findings suggest that cooperative and competitive exergames may be used to effectively improve cognitive functions; cooperative exergames can be applied as the most effective method to reduce anxiety compared with the other game types for children with DD.","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"405-413"},"PeriodicalIF":3.5,"publicationDate":"2023-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"9579435","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Biofeedback-Based Videogames: Fostering Emotion Regulation at a Diverse Community Summer Camp. 基于生物反馈的电子游戏:在多样化的社区夏令营中培养情绪调节。
IF 3.5 3区 医学
Games for Health Journal Pub Date : 2023-10-01 Epub Date: 2023-05-18 DOI: 10.1089/g4h.2023.0013
Morgan Mannweiler, Hope Schuermann, Alyssa Peechatka, Jason Kahn
{"title":"Biofeedback-Based Videogames: Fostering Emotion Regulation at a Diverse Community Summer Camp.","authors":"Morgan Mannweiler,&nbsp;Hope Schuermann,&nbsp;Alyssa Peechatka,&nbsp;Jason Kahn","doi":"10.1089/g4h.2023.0013","DOIUrl":"10.1089/g4h.2023.0013","url":null,"abstract":"<p><p>Implementing nonstigmatized mental health interventions and tools within community programs serving diverse populations may reduce inequities in access to mental health care and preventative emotional learning. One potentially impactful tool is Mightier, a heart rate biofeedback-based videogame that aims to foster emotion regulation skills and practice through game play. In a randomized controlled trial, the present study evaluated the efficacy of Mightier when utilized in a community setting. Seventy-two children (ages 7-12) from a low-cost community summer camp were randomly assigned to play Mightier for 6 weeks or continue camp activities as usual. All campers participated in biweekly social and emotional learning groups. Participants exhibited significantly greater levels of adaptive emotion regulation and lower levels of emotional dysregulation, internalizing symptoms, and externalizing behaviors after the intervention. Caregivers of participants in the intervention group also reported significantly less parenting-related stress after the intervention. When incorporated into community programs, biofeedback-based videogames can foster emotional intelligence competencies in children without access to traditional mental health services.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"350-357"},"PeriodicalIF":3.5,"publicationDate":"2023-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"9858942","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Cognitive Behavioral Immersion for Substance Use Disorders: A Feasibility and Pilot Study of a Peer-Based Coaching Program in the Metaverse. 物质使用障碍的认知行为沉浸:元宇宙中基于同伴的辅导计划的可行性和试点研究。
IF 3.5 3区 医学
Games for Health Journal Pub Date : 2023-10-01 Epub Date: 2023-06-09 DOI: 10.1089/g4h.2022.0214
Noah Robinson, Anjali Mahapatra, Brianna Jean-Baptiste, Austin Mallard, Aaron Yang, Steven D Hollon, Iony D Ezawa
{"title":"Cognitive Behavioral Immersion for Substance Use Disorders: A Feasibility and Pilot Study of a Peer-Based Coaching Program in the Metaverse.","authors":"Noah Robinson,&nbsp;Anjali Mahapatra,&nbsp;Brianna Jean-Baptiste,&nbsp;Austin Mallard,&nbsp;Aaron Yang,&nbsp;Steven D Hollon,&nbsp;Iony D Ezawa","doi":"10.1089/g4h.2022.0214","DOIUrl":"10.1089/g4h.2022.0214","url":null,"abstract":"<p><p><b><i>Introduction:</i></b> Cognitive Behavioral Immersion (CBI) is a novel cognitive-behavioral skills program delivered by lay coaches in the metaverse through immersive virtual reality technology. <b><i>Objectives:</i></b> The objective for this study was to run a feasibility and pilot study of CBI for individuals in recovery from a substance use disorder. <b><i>Methods:</i></b> Data from 48 participants were used and program usage was assessed. Participants were asked to complete questionnaires assessing affect, perceived online social support, and group therapy alliance throughout their participation in the program. Structured qualitative interviews were also conducted with a subset of participants (<i>n</i> = 11) to understand the feasibility of the novel program. <b><i>Results:</i></b> Participants experienced a significant increase in their positive affect and non-significant decrease in their negative affect during their most recently attended session. Participants also experienced a nonsignificant increase in online social support across their participation in the program. Structured qualitative interviews revealed eight primary themes, including both advantages (community, psychoeducational impact, immersion, comparability with other interventions, coping in the pandemic, and anonymity) and areas of improvement (challenges and technological usability) of the program. <b><i>Conclusion:</i></b> This study provides preliminary support for the feasibility and potential effects of CBI and its incorporation of lay coaches to lead cognitive-behavioral skills groups in the metaverse. Future research is encouraged to examine the feasibility and efficacy of this program for a broader array of clinical presentations.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"397-404"},"PeriodicalIF":3.5,"publicationDate":"2023-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10541924/pdf/g4h.2022.0214.pdf","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"9649427","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Iterative Design, Feasibility, and Preliminary Efficacy Testing for the Development of a Cooperative Card Game Intervention to Reduce Loneliness and Foster Social Connection. 开发合作纸牌游戏干预以减少孤独感和培养社会联系的迭代设计、可行性和初步功效测试。
IF 3.5 3区 医学
Games for Health Journal Pub Date : 2023-10-01 Epub Date: 2023-06-06 DOI: 10.1089/g4h.2022.0245
Karina Van Bogart, Jillian A Johnson, Sibel Nayman, Jeremy Nobel, Joshua M Smyth
{"title":"Iterative Design, Feasibility, and Preliminary Efficacy Testing for the Development of a Cooperative Card Game Intervention to Reduce Loneliness and Foster Social Connection.","authors":"Karina Van Bogart,&nbsp;Jillian A Johnson,&nbsp;Sibel Nayman,&nbsp;Jeremy Nobel,&nbsp;Joshua M Smyth","doi":"10.1089/g4h.2022.0245","DOIUrl":"10.1089/g4h.2022.0245","url":null,"abstract":"<p><p><b><i>Objective:</i></b> To present the design, development, and pilot testing of <i>Connections</i>, an empirically derived cooperative card game intervention to reduce loneliness and enhance connection. <b><i>Materials and Methods:</i></b> Theory and empirical evidence from domains such as self-disclosure, interpersonal closeness, and serious games informed the design of this game. Iterative design was used to develop the intervention, followed by feasibility and preliminary efficacy pilot testing. <b><i>Results:</i></b> Pilot testing showed that participants felt confident playing the game and found <i>Connections</i> to be enjoyable, interesting, and helpful in building connections with others, and would recommend the game to others. Preliminary evaluation found statistically significant benefits across multiple domains after playing the game. Participants reported decreases in loneliness, depressed mood, and anxiousness (<i>ps</i> < 0.02). Additionally, participants reported increases in looking forward to forming new connections with others in the future, the degree to which they felt like opening up and talking to others, and the amount they felt like they had in common with others (<i>ps</i> < 0.05). <b><i>Conclusion:</i></b> Pilot testing of <i>Connections</i> demonstrated feasibility and preliminary impact among a community sample. Future development plans include minor revisions to the game instructions followed by more rigorous testing of the feasibility, usability, and efficacy of <i>Connections</i> among various settings and populations, with large samples and controlled trials.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"377-384"},"PeriodicalIF":3.5,"publicationDate":"2023-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"9940510","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Effects of Exergames and Conventional Physical Therapy on Functional Physical Performance in Older Adults: A Randomized Controlled Trial. 锻炼和常规物理治疗对老年人功能性身体表现的影响:一项随机对照试验。
IF 3.5 3区 医学
Games for Health Journal Pub Date : 2023-10-01 Epub Date: 2023-08-16 DOI: 10.1089/g4h.2022.0194
Francisco Guede-Rojas, María José Medel-Gutiérrez, Macarena Cárcamo-Vargas, Adolfo Soto-Martínez, Luis Javier Chirosa Ríos, Rodrigo Ramirez-Campillo, Cristian Álvarez, Daniel Jerez-Mayorga
{"title":"Effects of Exergames and Conventional Physical Therapy on Functional Physical Performance in Older Adults: A Randomized Controlled Trial.","authors":"Francisco Guede-Rojas,&nbsp;María José Medel-Gutiérrez,&nbsp;Macarena Cárcamo-Vargas,&nbsp;Adolfo Soto-Martínez,&nbsp;Luis Javier Chirosa Ríos,&nbsp;Rodrigo Ramirez-Campillo,&nbsp;Cristian Álvarez,&nbsp;Daniel Jerez-Mayorga","doi":"10.1089/g4h.2022.0194","DOIUrl":"10.1089/g4h.2022.0194","url":null,"abstract":"<p><p><b><i>Objective:</i></b> To evaluate the effects of exergames added to a conventional physical therapy (CPT) program on functional fitness and dynamometric muscle performance for the sit-to-stand (STS) maneuver in older adults and to compare their results concerning a CPT-only intervention. <b><i>Materials and Methods:</i></b> Fifty independent older adults were randomly assigned to CPT and exergames (CPT+ExG group; <i>n</i> = 25; age = 71.8 ± 6.8 years) or CPT alone (CPT group; <i>n</i> = 25; age = 71.3 ± 7.4 years). CPT was performed twice a week (60 min/session) for 8 weeks. The CPT+ExG group added exergames for 30 minutes in each session. The Senior Fitness Test was applied, considering the 30-second chair stand test as the primary outcome. Additionally, dynamometric muscle performance during the STS maneuver was assessed. <b><i>Results:</i></b> The CPT+ExG group improved the 30-second chair stand (lower body strength), back scratch (upper body flexibility), and 8-foot up-and-go (agility/dynamic balance) tests (all <i>P</i> < 0.05). Both groups improved the kinetic dynamometric variables peak force, peak power, and total work (all <i>P</i> < 0.05). Also, both groups improved the 30-second arm curl test (upper body strength) (<i>P</i> < 0.05), although the increase was higher in the CPT+ExG group compared with the CPT group (time × group; <i>P</i> < 0.05). <b><i>Conclusion:</i></b> Adding exergames to a CPT program only significantly increases upper limb strength compared with CPT alone. The findings of this study have implications for the design of future exergame interventions focused on improving STS maneuver performance in older adults.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"341-349"},"PeriodicalIF":3.5,"publicationDate":"2023-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"10016145","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
相关产品
×
本文献相关产品
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信