青少年辅助、个性化、基于动作的视频游戏对社区老年人身体、认知和社会虚弱的影响:随机对照试验。

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2024-11-20 DOI:10.2196/57352
Arkers Kwan Ching Wong, Melissa Qian Zhang, Jonathan Bayuo, Karen Kit Sum Chow, Siu Man Wong, Bonnie Po Wong, Bob Chung Man Liu, David Chi Ho Lau, Tobias Kowatsch
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引用次数: 0

摘要

背景:人口老龄化凸显了保持身体和心理健康的必要性。虚弱是一种多层面综合征,会增加对不良后果的脆弱性。虽然体育锻炼是有效的,但由于障碍,体弱多病的老年人坚持锻炼的程度往往很低。基于动作的电子游戏(mbvg)可以提高动机和参与度。目的:本研究旨在评估结合mbvg、代际支持和治疗框架的个性化锻炼计划对社区居住老年人身体、认知和社会脆弱性结果的影响。方法:该随机对照试验于2022年3月至2023年10月在香港6个社区中心进行。年龄在60岁及以上的轻度神经认知障碍参与者被招募、筛选并随机分配到干预组(n=101)或对照组(n=101)。干预包括一个为期18周的项目,包括12个有监督的锻炼环节,利用基于动作的技术,由职业治疗师领导,青年志愿者协助。在基线(T1)和干预后(T2)收集数据,重点关注身体、认知和社会脆弱性结果,以及与客户相关的指标。采用SPSS软件进行统计学分析,显著性设置为results:共招募202名参与者,平均年龄78.8岁(SD 7.8)。两组患者在T1至T2期间平衡性均有改善,且时间效应显著(β=-0.63, P=.03)。干预组手部力量和BMI均有所增强,但组间差异无统计学意义。干预组在认知功能方面也有显著改善(β=2.43, p)。结论:人口老龄化的加剧需要创新的策略来支持老龄化。结果显示,只有BMI和认知方面有统计学上的显著改善,而其他结果,如孤独感、平衡能力和电子健康素养等,都有积极的趋势,但缺乏显著性。尽管观察到的局限性,特别是关于志愿者支持的作用和社区居住老年人的多样化需求,这些发现为未来旨在提高生物心理社会结果的研究奠定了基础。未来的研究应该考虑到个人偏好和能力,以及评估基于动作的电子游戏的特定成分,以优化其效果。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The Effect of Young People-Assisted, Individualized, Motion-Based Video Games on Physical, Cognitive, and Social Frailty Among Community-Dwelling Older Adults With Frailty: Randomized Controlled Trial.

Background: The aging population highlights the need to maintain both physical and psychological well-being. Frailty, a multidimensional syndrome, increases vulnerability to adverse outcomes. Although physical exercise is effective, adherence among older adults with frailty is often low due to barriers. Motion-based video games (MBVGs) may enhance motivation and engagement.

Objective: This study aims to evaluate the effect of individualized exercise programs that combine MBVGs, intergenerational support, and therapeutic frameworks on physical, cognitive, and social frailty outcomes in community-dwelling older adults.

Methods: This randomized controlled trial was conducted from March 2022 to October 2023 across 6 community centers in Hong Kong. Participants aged 60 years and above with mild neurocognitive disorder were recruited, screened, and randomly assigned to either an intervention (n=101) or control group (n=101). The intervention included an 18-week program with 12 supervised exercise sessions utilizing motion-based technology, led by occupational therapists and assisted by youth volunteers. Data were collected at baseline (T1) and postintervention (T2), focusing on physical, cognitive, and social frailty outcomes, as well as client-related metrics. Statistical analyses were performed using SPSS, with significance set at P<.05.

Results: A total of 202 participants were recruited, with a mean age of 78.8 years (SD 7.8). Both groups showed improvements in balance from T1 to T2, with a significant time effect (β=-0.63, P=.03). The intervention group demonstrated enhancements in hand strength and BMI, but no statistically significant between-group differences were observed. The intervention group also exhibited significant improvements in cognitive function (β=2.43, P<.001), while the control group's scores declined. Short-term memory improved for both groups, with no significant differences noted. Both groups experienced a reduction in depression levels, with a significant within-group effect at T2 (β=-1.16, P=.001). Improvements in social connectedness and eHealth literacy were observed in both groups, with the latter showing a significant within-group effect at T2 (β=3.56, P=.002). No significant effects were found for social isolation, physical activities, or quality of life.

Conclusions: The growing aging population necessitates innovative strategies to support aging in place. Results indicated statistically significant improvements only in BMI and cognition, while other outcomes such as loneliness, balance, and eHealth literacy showed positive trends but lacked significance. Despite the limitations observed, particularly regarding the role of volunteer support and the diverse needs of community-dwelling older adults, the findings contribute to the foundation for future research aimed at enhancing biopsychosocial outcomes. Future studies should explore tailored interventions that consider individual preferences and abilities, as well as evaluate specific components of motion-based video games to optimize their effectiveness.

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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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