基于游戏的远程锻炼计划改善体弱老年人的身体机能:可行性随机对照试验》。

IF 5.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
Lakshmi Kannan, Upasana Sahu, Savitha Subramaniam, Neha Mehta, Tanjeev Kaur, Susan Hughes, Tanvi Bhatt
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引用次数: 0

摘要

背景:虚弱导致体力活动减少,会增加跌倒风险。这会加速衰老过程,导致不良的健康后果和生活质量下降。我们开发了一种基于游戏的认知运动(CogXergaming)远程锻炼方案,并对其设计、可用性、安全性和可行性进行了试点:本随机对照试验测试了 CogXergaming 远程保健方案在改善身体功能方面的初步可行性和有效性:方法:将居住在社区的先心病老年人随机分配到 CogXergaming 组(13 人)或对照组(14 人)。CogXergaming组接受为期6周(每周3次)、共18次、每次90分钟的游戏形式远程监督锻炼。对照组的参与者则参加了 "平衡问题"(MOB)训练,该训练为期 8 周,每周一次,每次 90 分钟。训练的可行性是通过计算 CogXergaming 组训练课程持续时间的中位数得出的。培训效果通过动态平衡控制(四方步测试)、主观自我效能感(特定活动平衡信心量表)、步态功能(Tinetti 运动能力评估)、肌肉力量(30 秒椅子站立测试)和耐力(2 分钟原地踏步测试)进行评估:在参与研究的 45 名参与者中,4 名 CogXergaming 组参与者和 5 名 MOB 组参与者在签署同意书后失去联系,没有接受各自的干预措施。每组随机分配了 18 名参与者。在 CogXergaming 组中,15 人(83%)完成了干预,3 人(16%)在第一周退出。在 MOB 组中,16 人(88%)完成了项目,2 人(11%)在第一周退出。此外,在四方步测试(F1,21=5.55,P=.03)、Tinetti定向行走能力评估(F1,25=4.16,P=.05)和30秒椅子站立测试(F1,21=5.06,P=.03)中,时间组之间存在明显的交互作用,CogXergaming组在训练后的这些指标都有明显改善,而MOB组则没有任何变化:这些试验结果表明,CogXergaming 是可行的,并且适用于身体机能不健全的老年人。这些试验结果表明,CogXergaming 是可行的,而且适用于身体机能不健全的老年人。这种基于游戏的训练方案有助于改善居住在社区的身体机能不健全老年人的身体机能,但这种训练的有效性还需要进一步研究:ClinicalTrials.gov NCT04534686; https://clinicaltrials.gov/study/NCT04534686。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Gaming-Based Tele-Exercise Program to Improve Physical Function in Frail Older Adults: Feasibility Randomized Controlled Trial.

Background: Frailty leads to reduced physical activity can cause increased fall risk. This contributes to accelerated aging processes, leading to adverse health outcomes and reduced quality of life. We have developed and piloted the design, usability, safety, and feasibility of a gaming-based cognitive-motor (CogXergaming) tele-exercise protocol in prefrail older adults.

Objective: This pilot randomized control trial tested preliminary feasibility and effectiveness of the CogXergaming telehealth protocol for improving physical function.

Methods: Community-dwelling, prefrail older adults were randomly assigned to CogXergaming (n=13) or a control group (n=14). The CogXergaming group received supervised tele-exercises in a gaming format for 6 weeks (3 sessions per week) comprising 18 sessions lasting 90 minutes each. Control group participants participated in a Matter of Balance (MOB), an 8-week, once-a-week structured 90-minute tele-session that has been shown to reduce the fear of falling and increase physical activity. Feasibility of training was obtained by computing the median duration of training sessions for the CogXergaming group. Effectiveness was assessed using dynamic balance control (Four Square Step Test), subjective self-efficacy (Activities-Specific Balance Confidence scale), gait function (Tinetti Performance Oriented Mobility Assessment), muscle strength (30-second chair stand test), and endurance (2-minute step in-place test).

Results: Of the 45 participants enrolled in the study, 4 participants from CogXergaming group and 5 from MOB group lost contact after signing the consent form and did not receive their respective intervention. Eighteen participants were randomized to each group. In the CogXergaming group, 15 (83%) completed the intervention, with 3 (16%) dropping out in the first week. In the MOB group, 16 (88%) completed the program, with 2 (11%) withdrawing during the first week. In addition, there was a significant time group interaction for Four Square Step Test (F1,21=5.55, P=.03), Tinetti Performance Oriented Mobility Assessment (F1,25=4.16, P=.05), and 30-second chair stand test (F1,21=5.06, P=.03), with a significant improvement in these measures for the CogXergaming group post training, compared with no change observed in the MOB group.

Conclusions: These pilot findings indicate that CogXergaming is feasible and applicable in prefrail older adults. Such game-based protocols can be beneficial in improving physical function among community-dwelling, prefrail older adults, however, the efficacy of such training requires further investigation.

Trial registration: ClinicalTrials.gov NCT04534686; https://clinicaltrials.gov/study/NCT04534686.

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来源期刊
CiteScore
14.40
自引率
5.40%
发文量
654
审稿时长
1 months
期刊介绍: The Journal of Medical Internet Research (JMIR) is a highly respected publication in the field of health informatics and health services. With a founding date in 1999, JMIR has been a pioneer in the field for over two decades. As a leader in the industry, the journal focuses on digital health, data science, health informatics, and emerging technologies for health, medicine, and biomedical research. It is recognized as a top publication in these disciplines, ranking in the first quartile (Q1) by Impact Factor. Notably, JMIR holds the prestigious position of being ranked #1 on Google Scholar within the "Medical Informatics" discipline.
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