技术干预对帕金森病老年人的疗效:系统回顾。

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2024-09-09 DOI:10.2196/53431
Roberta Bevilacqua, Marco Benadduci, Federico Barbarossa, Giulio Amabili, Valentina Di Donna, Clotilda Martella, Giuseppe Pelliccioni, Giovanni Renato Riccardi, Elvira Maranesi
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引用次数: 0

摘要

背景:在老年人口中,帕金森病(PD)是导致残疾的主要因素。临床上,帕金森病治疗的首要目标是积极延缓和预防残疾。了解步态和平衡在日常功能中的关键作用具有重要的临床意义,它预示着即将发生的残疾,并促使对管理方法进行重新评估。当务之急是针对严重导致残疾的症状确定新颖有效的干预措施:本文是一篇系统性综述,批判性地研究了有关在老年帕金森病患者康复中使用技术的现有文献。通过综合现有证据,我们旨在深入了解该领域的现状,找出知识差距,并为未来研究和临床实践提供建议:2023 年 9 月,我们按照 PRISMA(系统综述和元分析的首选报告项目)指南,对 PubMed、Scopus、Embase、Web of Science 和 CINAHL 数据库中过去 5 年的手稿和论文进行了系统综述分析。共纳入 14 篇论文。纳入标准如下(1) 随机对照试验;(2) 65 岁及以上人群的帕金森病;(3) 在老年人群康复训练中使用技术:结果:大部分有效的干预措施都依赖于技术的融入,特别是通过虚拟现实外部游戏。这种技术似乎不仅对认知方面有影响,而且对身体领域也有影响。对结果的分析清楚地表明,就步态和平衡表现而言,无论采用何种具体技术,技术干预都优于传统方法:本系统综述旨在揭示针对患有帕金森病的老年人的技术辅助康复的演变情况。随着对现有证据的深入研究,我们将评估技术在多大程度上可以作为传统疗法的重要辅助手段,为这一不断增长的患者群体提供优化护理和改善疗效的新途径。在筛选现有证据时,我们的目标是评估技术作为传统疗法宝贵补充的潜力,为这一不断扩大的患者群体提供加强护理和改善疗效的新机会。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Effectiveness of Technological Interventions for Older Adults With Parkinson Disease: Systematic Review.

Background: Among the older population, Parkinson disease (PD) stands out as a leading contributor to disability. Clinically, the foremost objectives in managing PD involve proactively delaying and preventing disability. Understanding the pivotal role of gait and balance in daily functionality holds substantial clinical significance, signaling imminent disability and prompting a reevaluation of management approaches. A key priority lies in identifying novel and effective interventions for symptoms that substantially contribute to disability.

Objective: This paper presents a systematic review that critically examines the existing body of literature on the use of technology in the rehabilitation of older patients with PD. By synthesizing current evidence, we aim to provide insights into the state of the field, identify gaps in knowledge, and offer recommendations for future research and clinical practice.

Methods: A systematic review of the literature was conducted in September 2023 analyzing manuscripts and papers of the last 5 years from the PubMed, Scopus, Embase, Web of Science, and CINAHL databases following PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) guidelines. A total of 14 papers were included. The inclusion criteria are as follows: (1) randomized controlled trial, (2) PD in people aged 65 years and older, and (3) use of technology in the rehabilitation training in the older population.

Results: A large portion of effective interventions relies on the incorporation of technology, particularly through virtual reality exergames. This technology appears to have effects not only on the cognitive aspect but also on the physical domain. The analysis of the results clearly indicates that, in terms of gait and balance performance, the technological intervention outperforms the traditional approach, irrespective of the specific technology employed.

Conclusions: This systematic review seeks to shed light on the evolving landscape of technology-assisted rehabilitation for older individuals with PD. As we delve into the available evidence, we will assess the extent to which technology can serve as a valuable adjunct to conventional therapy, offering new avenues for optimized care and improved outcomes in this growing patient demographic. As we sift through the existing evidence, our goal is to evaluate the potential of technology as a valuable supplement to traditional therapy, presenting fresh opportunities for enhanced care and better outcomes in this expanding patient demographic.

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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
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