传统疗法与体感互动游戏的结合增强了慢性阻塞性肺病急性加重患者早期肺康复治疗的效果:随机对照试验》。

IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH
Xiaoliang Jin, Mengni Jin, Beilei Zhang, Mei'e Niu, Yanxia Han, Jiale Qian
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引用次数: 0

摘要

研究目的本研究旨在评估体感互动游戏与肺康复计划(PRPs)相结合对慢性阻塞性肺病急性加重患者的运动耐受性、平衡功能、肺功能、炎症指标和医疗利用率的影响,为期 12 个月。设计在随机对照试验中,80 名患者被分为两组。对照组每天参加持续 30 分钟的训练,包括姿势训练 10 分钟、肢体运动 10 分钟,以及在常规氧疗和药物治疗基础上进行的呼吸练习 10 分钟。实验组在对照组的基础上,接受每天一次、每次 20 分钟的体感互动游戏训练。患者在入院后 48 小时内开始治疗,持续 6 周。治疗结果两组患者在 6 分钟步行距离(6MWD)和简易平衡评估系统测试(BESTest)上的时间 × 组间交互作用显著(P < 0.001)。在干预后和每个随访时间点,干预组的 6 分钟步行距离(6MWD)和简明平衡评估系统测试(BESTest)均显著高于对照组(P < 0.05)。时间因素对一秒用力呼气量和用力生命容量的影响具有统计学意义(P < 0.05)。干预组的 6MWD 和 Brief-BESTest 在干预 3 个月后达到峰值,并在 12 个月内高于对照组。干预前后两组的 C 反应蛋白和降钙素原相似(P > 0.05)。12 个月后,两组的再入院率和平均住院时间相当(P > 0.05)。结论在PRP的基础上增加体感互动游戏是安全可行的,这种益处持续了12个月,在干预后3个月达到高峰,然后逐渐下降。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The Association of Conventional Therapy Associated with Somatosensory Interactive Game Enhances the Effects of Early Pulmonary Rehabilitation for Patients with Acute Exacerbation of Chronic Obstructive Pulmonary Disease: A Randomized Controlled Trial.

Objective: This study aimed to evaluate the effect of somatosensory interactive games in combination with pulmonary rehabilitation programs (PRPs) on exercise tolerance, balance function, pulmonary function, inflammatory markers, and healthcare utilization in individuals with acute exacerbation of chronic obstructive pulmonary disease over 12 months. Design: In a randomized controlled trial, 80 patients were divided into two groups. The control group participated in a lasted 30 minutes daily program composed of postural training for 10 minutes, limb movement for 10 minutes, and breathing exercises for 10 minutes based on regular oxygen therapy and medication. The experimental group received a once-daily, 20-minute somatosensory interactive game session based on the control group. Patients began treatment within 48 hours after admission and lasted for 6 weeks. Results: The time × group interactions on 6-minute walk distance (6MWD) and Brief Balance Evaluation Systems Test (Brief-BESTest) between the two groups were significant (P < 0.001). At the postintervention and each time point of follow-up, the 6-minute walk distance (6MWD) and Brief-BESTest of the intervention group were significantly higher than those of the control group (P < 0.05). The effects of time factor on forced expiratory volume in one second and forced vital capacity were statistically significant (P < 0.05). The 6MWD and Brief-BESTest of the intervention group peaked 3 months after the intervention and were higher than the control group within 12 months. C-reactive protein and procalcitonin were similar between the groups before and after intervention (P > 0.05). The readmission rates and mean length of time spent in the hospital were comparable between the groups at 12 months (P > 0.05). Conclusions: The addition of somatosensory interactive games based on a PRP was safe and feasible, and this benefit persisted for 12 months, peaked at 3 months after the intervention, and then gradually decreased.

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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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