一种新型智能康复游戏系统对体弱老年人生活质量的可用性和影响:前瞻性队列研究。

IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2025-01-21 DOI:10.2196/50669
Chien-Hsiang Chang, Chun-Chun Wei, Wei-Chih Lien, Tai-Hua Yang, Bo Liu, Yimo Lin, Poh Thong Tan, Yang-Cheng Lin
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引用次数: 0

摘要

背景:老年人的衰老会导致身体功能和日常生活质量的下降。由于2019冠状病毒病大流行,老年人的运动频率下降,进一步导致身体虚弱。使用重复动作的传统康复往往不吸引老年人独立执行。目的:开发并评估智能康复运动游戏系统(IRES),这是一种新型的复古互动运动游戏,结合了实时表面肌电图。方法:邀请体弱老年人使用IRES进行康复,每周进行2次下肢训练,持续4周。参与者被要求没有行动或沟通困难,并愿意完成为期4周的研究。根据Rockwood等人的描述,入选队列在临床虚弱量表上的基线得分为1到5分。30分钟内,每条腿做3个主要下肢动作(膝关节伸、足底屈、背屈)20次。表面肌电图收集和分析肌肉电位信号,供卫生保健专业人员审查,以定制下一次训练的方案。在完成第一次培训(第1周,基线)和最后一次培训(第4周,一个月随访)后,使用系统可用性量表(SUS)和台湾版EuroQol-5维度(EQ-5D)来评估IRES的可用性及其对参与者生活质量的影响。结果:49例体弱老年人(平均年龄74.6岁)被纳入分析。根据平均SUS评分,IRES的可用性得到改善,从基线时的82.09分(良好)到1个月随访时的87.14分(良好+)。使用意愿(t96=-4.51;结论:本研究提出的新型IRES得到了体弱老年人的积极反馈。将复古式练习游戏训练融入到康复中,不仅提高了他们的康复动机,而且提高了他们的学习性、系统可操作性和继续康复的意愿。IRES为后covid -19时代的新型电子卫生保健服务提供了一个重要工具。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

The Usability and Effect of a Novel Intelligent Rehabilitation Exergame System on Quality of Life in Frail Older Adults: Prospective Cohort Study.

The Usability and Effect of a Novel Intelligent Rehabilitation Exergame System on Quality of Life in Frail Older Adults: Prospective Cohort Study.

The Usability and Effect of a Novel Intelligent Rehabilitation Exergame System on Quality of Life in Frail Older Adults: Prospective Cohort Study.

The Usability and Effect of a Novel Intelligent Rehabilitation Exergame System on Quality of Life in Frail Older Adults: Prospective Cohort Study.

Background: Aging in older adults results in a decline in physical function and quality of daily life. Due to the COVID-19 pandemic, the exercise frequency among older adults decreased, further contributing to frailty. Traditional rehabilitation using repetitive movements tends not to attract older adults to perform independently.

Objective: Intelligent Rehabilitation Exergame System (IRES), a novel retro interactive exergame that incorporates real-time surface electromyography, was developed and evaluated.

Methods: Frail older adults were invited to use the IRES for rehabilitation using lower limb training twice per week for 4 weeks. Participants were required to have no mobility or communication difficulties and be willing to complete the 4-week study. The enrolled cohort had baseline scores ranging from 1 to 5 on the Clinical Frailty Scale, as described by Rockwood et al. Three major lower limb movements (knee extension, plantar flexion, and dorsiflexion) were performed 20 times for each leg within 30 minutes. The surface electromyography collected and analyzed muscle potential signals for review by health care professionals to customize the protocol for the next training. The System Usability Scale (SUS) and Taiwanese version of the EuroQol-5 Dimensions (EQ-5D) were administered after completing the first (week 1, baseline) and last training (week 4, one-month follow-up) to evaluate the usability of the IRES and its effects on the quality of life of participants.

Results: A total of 49 frail older adults (mean age 74.6 years) were included in the analysis. The usability of the IRES improved according to the mean SUS score, from 82.09 (good) at baseline to 87.14 (good+) at 1-month follow-up. The willingness to use (t96=-4.51; P<.001), learnability (t96=-4.83; P<.001), and confidence (t96=-2.27; P=.02) in working with the IRES increased. After using the IRES for 1 month, significant improvements were observed in the ease of use (t47=2.05; P=.04) and confidence (t47=2.68; P<.001) among participants without previous rehabilitation experience. No sex-based differences in the SUS scores were found at baseline or 1-month follow-up. The quality of life, as assessed by the EQ-5D, improved significantly after 1 month of IRES training compared to that at baseline (t96=6.03; P<.001).

Conclusions: The novel IRES proposed in this study received positive feedback from frail older adults. Integrating retro-style exergame training into rehabilitation not only improved their rehabilitation motivation but also increased their learning, system operability, and willingness to continue rehabilitation. The IRES provides an essential tool for the new eHealth care service in the post-COVID-19 era.

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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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