基于增强运动反馈的严肃游戏平衡训练可增强中风后患者的姿势控制能力:随机临床试验

IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH
Mariana Armando Lourenço, Tatiana de Paula Oliveira, Camila Souza Miranda, Matheus Silva d'Alencar, Thalita Gabriele Silva Santos, Judith E Deutsch, Maria Elisa Pimentel Piemonte
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引用次数: 0

摘要

背景:中风后偏瘫表现为运动不对称和姿势控制能力下降,导致功能受限。用于脑卒中患者平衡康复的严肃游戏(SG)可改善运动恢复,SG 提供的视觉和听觉反馈有助于解释其治疗效果。然而,在平衡训练过程中,SG 与动觉和语言提示相结合所起的作用尚未得到研究。本研究的目的是比较 SG 平衡干预的两种反馈条件(添加或不添加动觉和语言提示)对中风患者平衡能力的影响。研究方法30 名中风后慢性偏瘫和平衡障碍患者参加了这项随机对照试验,并进行了 14 次单独的 SG 训练,其中包括物理治疗师提供的动觉和语言提示,或仅有 SG 的反馈。在训练前(pre)、训练结束后 1 周(post)和训练结束后 8 周(作为随访期),使用平衡评估系统测试、Fugl-Meyer 的下肢分量表、六分钟步行测试和中风特定生活质量量表对结果进行评估。结果显示结果表明,与仅使用 SG 反馈相比,结合动觉和语言提示的 SG 能更好地改善与下肢功能和某些平衡领域(生物力学限制和稳定性限制结果)相关的结果。两组在生活质量和长距离行走表现方面都有类似的明显改善。结论本研究首次直接比较了基于 SG 的平衡干预的两种反馈条件。在 SG 平衡过程中增加动觉和语言提示,对姿势控制方面的改善效果要好于没有这种形式反馈的情况。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Serious Game-Based Balance Training with Augmented Kinesthetic Feedback Enhances Aspects of Postural Control in Poststroke Patients: A Randomized Clinical Trial.

Background: Poststroke hemiparesis presents with motor asymmetry and decreased postural control leading to functional limitations. Serious games (SG) for balance rehabilitation of people with stroke may improve motor recovery, and the visual and auditory feedback provided by the SGs helps to explain the therapeutic benefits. However, the contribution of SG combined with kinesthetic and verbal cues during balance training has not been investigated. The aim of this study is to compare the effects of two feedback conditions for an SG balance intervention, with or without the addition of kinesthetic and verbal cues, on balance performance of people with stroke. Methods: Thirty people with chronic poststroke hemiparesis and balance impairment participated in this randomized controlled trial and performed 14 individual SG training sessions combined with kinesthetic and verbal cues provided by the physical therapist or with SG's feedback only. Outcomes were assessed before training (pre), 1 week after the end of training (post), and 8 weeks after the end of training, which were adopted as the follow-up period, using the Balance Evaluation Systems Test, Lower Limb Subscale of Fugl-Meyer, six-minute walk test, and Stroke-Specific Quality of Life Scale. Results: The results showed that SG combined with kinesthetic and verbal cues improved outcomes relating to lower limb function and some balance domains (biomechanical constraints and limits of stability outcomes) better than with SG's feedback only. Both groups had similar significant improvement in quality of life and long-distance walking performance. Conclusion: This study is the first to directly compare two feedback conditions for SG-based balance intervention. The addition of kinesthetic and verbal cues during the SG balance improved aspects of postural control better than without this form of feedback.

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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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