非沉浸式虚拟现实与以任务为导向的循环训练对老年人步态、平衡和认知能力的影响比较:单盲随机对照试验》。

IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH
Games for Health Journal Pub Date : 2024-06-01 Epub Date: 2024-03-21 DOI:10.1089/g4h.2022.0205
Misbah Ghous, Qudsia Masood, Arshad Nawaz Malik, Ayesha Afridi, Qamar Mehmood
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引用次数: 0

摘要

目的:本研究旨在确定非沉浸式虚拟现实(VR)和任务导向电路训练对老年人步态、平衡、认知领域和生活质量的影响。研究方法这是一项单盲随机对照试验,选取了 28 名 60 至 75 岁的老年人。参与者被分为两组,一组接受以任务为导向的循环训练,另一组接受非沉浸式 VR 治疗,每组 14 人。为了分析两种训练对平衡和步态的影响,采用了步行时间测试(TUGT)、动态步态指数(DGI)等指标,认知领域则采用了蒙特利尔认知评估(MoCA)量表。在测量生活质量时,使用了简表 12(SF-12)(以及两个领域,即身体成分摘要和精神成分摘要)。两组患者的治疗时间均为 8 周。对测试前和测试后的读数进行了分析和比较。结果参与者的平均年龄为 66.91 ± 3.79 岁。测试前和测试后的组内比较结果表明,两组之间存在显著差异(P<0.05):本研究得出结论,非沉浸式虚拟现实和任务导向型循环训练这两种干预方法都有利于改善老年人群的平衡、步态、生活质量以及记忆、注意力、执行功能等认知领域。然而,非沉浸式虚拟现实训练是一种更有效、更可行、更安全的替代方法,可作为老年人预防跌倒的一种锻炼方式。ClinicalTrials.gov Identifier:NCT05021432。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Comparison of Nonimmersive Virtual Reality and Task-Oriented Circuit Training on Gait, Balance, and Cognition Among Elderly Population: A Single-Blind Randomized Control Trial.

Purpose: The purpose of this study was to determine the effects of nonimmersive virtual reality (VR) and task-oriented circuit training on gait, balance, cognitive domains, and quality of life among the elderly population. Methods: This is a single-blind randomized control trial in which 28 elderly individuals between 60 and 75 years were selected. The participants were divided into two groups, task-oriented circuit training and the other receiving nonimmersive VR treatment, with 14 participants in each group. To analyze the effects of both training on balance and gait time up and go test (TUGT), dynamic gait index (DGI), measures were used and for cognitive domains Montreal cognitive assessment (MoCA) scale was used. Short form 12 (SF-12) (along with two domains, Physical Component Summary and Mental Component Summary) was used for the measurement of quality of life. The treatment duration was 8 weeks for both groups. Both the pre-test and post-test readings were analyzed and compared. Results: The mean age of participants was 66.91 ± 3.79 years. Within-group comparison between the pre-test and post-test indicated that significant differences (P < 0.05) existed in all the outcome measures (TUGT, DGI, MoCA, and SF-12) in both groups. However, between-group comparison, significant differences were only found in TUGT and DGI in nonimmersive VR group. Conclusion: This study concluded that both interventions nonimmersive VR and task-oriented circuit training were beneficial for improving balance, gait, quality of life, and cognitive domains like memory, attention spans, executive functions, and so on in elderly population. However nonimmersive virtual reality training is a more effective, feasible, and safe alternative and can be proposed as a form of fall prevention exercise for the older adults. ClinicalTrials.gov Identifier: NCT05021432.

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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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