电子游戏互动对步行强度的影响:对年轻人、老年人和中风后人群的初步研究

J. Deutsch, J. Rothman, Bryan Barker, Andrew Grando, H. Damodaran
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引用次数: 1

摘要

多种障碍和促进因素限制了年轻人和老年人健康成年人以及中风后个体的身体活动。与健康对照组的动机和时间相比,以疼痛和疲劳作为中风后患者限制因素的人群之间的障碍有所不同。使用电子游戏可以达到双重目的,即增加动机和分散参与者的注意力,使其免于疼痛或疲劳。虽然年轻人玩电子游戏时的运动强度已经有了很好的特征,但对于老年人和中风后的人来说,电子游戏增加运动强度的能力却知之甚少。此外,大多数这些游戏都是在没有将它们与现有的运动设备结合起来的情况下进行研究的。因此,这项初步研究的目的是确定在已经熟悉的跑步机行走任务中加入电子游戏是否会增加运动强度(以心率、节奏和速度测量)并降低年轻人、老年人和中风后的感知运动率(RPE)。方法青年人(n= 6)、老年人(n=5)和脑卒中后个体(n=5)参与本研究。他们被随机分配在跑步机上行走和踩踏,每次三分钟,有或没有任天堂Wii Fit Free Running视频游戏。测量心率、节奏和速度。数据分析采用2 × 2 RM因子方差分析比较年轻人和老年人以及老年人和中风后人群。对多重比较进行校正的配对t检验被用作事后检验。结果:年轻人与老年人:HR有显著的相互作用(F = 5.3;p=.047),年轻参与者的心脏比VE的老年人高。两组在节奏上有显著性差异(主要效应为VE) (F = 11.8, p = .007)。年轻人(t= 2.5, p = 0.049)和老年人(t= 2.8, p = 0.048)的节奏都随着VE的增加而增加。在速度上有显著性差异(F= 7.482, p= 0.023),年轻人比老年人更快。老年组与卒中后组在心率(F= 19.076, p= 0.003)、节奏(F= 22.8, p= 0.002)和速度方面存在显著差异。结论:在跑步机上增加电子游戏增加了年轻参与者(心率和节奏)和老年人(节奏)的运动强度,但对中风后的人没有影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The effect of video game interaction on walking intensity: Preliminary study of young, older adults and persons post-stroke
Intro: Multiple barriers and facilitators limit physical activity for young and older healthy adults as well as individuals post-stroke. Barriers have found to differ between populations with pain and fatigue as limiting factor for persons post-stroke compared to motivation and time for healthy controls. The use of video games may serve the dual purpose of increasing motivation and distracting participants from pain or fatigue. While exercise intensity during video game play has been fairly well characterized in young adults, less is known about their ability to increase exercise intensity in older adults and people post-stroke. Further most of these games have been studied without coupling them to existing exercise devices. Therefore the purpose of this preliminary study was to determine if the addition of a video game to an already familiar task of treadmill walking increased exercise intensity (measured with HR, cadence and speed) and decreased perceived rate of exertion (RPE) for young, older adults and persons post-stroke. Methods Young (n= 6), older adults (n=5) and individuals post-stroke (n=5) participated in this study. They were randomly assigned to walk and step on a treadmill with and without the Nintendo Wii Fit Free Running video game for three-minute bouts. HR, cadence and speed were measured. Data were analyzed using a 2 × 2 RM Factorial ANOVA to compare young and older adults and older adults and people post-stroke. Paired t-tests corrected for multiple comparisons were used as Post-hoc tests. Results: Young vs Older Adults: There was a significant interaction for HR (F = 5.3; p=.047), Young participants had a higher heart than older adults with the VE. There was a significant difference in cadence (main effect for VE (F = 11.8, p = .007). Both young (t = 2.5, p =.049) and older adults (t= 2.8, p = .048) increased their cadence with the VE. There was a significant difference in speed (F= 7.482, p= .023), younger adults were faster than older adults. Older vs Post-Stroke There were significant differences between groups for HR (F = 19.076, p = .003), cadence (F= 22.8 p=.002) and speed. Conclusion: The addition of video game to treadmill walking increased exercise intensity for young participants (HR and cadence) and older adults (cadence) but not for persons post-stroke.
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