虚拟现实游戏改善老年人身体和认知功能的可行性随机对照试验

IF 0.9 Q4 SPORT SCIENCES
Acta Gymnica Pub Date : 2022-06-08 DOI:10.5507/ag.2022.007
A. Liepa, Jason Tang, Ingemara Jaundaldere, Evita Dubinina, V. Lāriņš
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引用次数: 2

摘要

背景:跌倒风险随着年龄的增长而变得越来越普遍,并与更高的残疾率、死亡率和医疗费用有关。运动游戏已被证明能改善老年人的前额叶皮层活动、平衡和姿势控制,所有这些都与跌倒风险有关,但使用三维耳机进行的虚拟现实运动游戏是否能增强认知和生理功能的效果尚不清楚。目的:评估联合制作的VR练习游戏“坠落的钻石”对老年人身体表现、躯干稳定性和认知能力的影响,这三个属性与跌倒风险有关。方法:共有44名年龄在60-85岁之间的体力活动参与者被随机分为沉浸式虚拟现实游戏(n=14)、非沉浸式游戏(n=15)或对照组(n=15)。静态平衡、腿部力量和步态速度通过Short Physical Performance Battery进行测量,躯干稳定性使用Prone测试进行评估,认知能力通过RehaCom筛查软件在基线和9周随访时进行评估。结果:VR练习组在选择性注意力控制和速度的认知测量方面(p=0.009,p=0.033)比练习组(p=0.010)和对照组(p=0.049,p=0.004)有更大的改善,并且参与者认为干预是可接受的。我们的研究结果表明,使用VR运动游戏进行锻炼可以提高老年人的认知能力。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Feasibility randomized controlled trial of a virtual reality exergame to improve physical and cognitive functioning in older people
Background: Falls risk becomes more common with age and is associated with higher rates of disability, mortality, and healthcare costs. Exergames have shown to elicit improvements in prefrontal cortex activity, balance, and postural control of seniors, all of which are associated with fall risk, but it is unknown whether virtual reality (VR) exergames, played using a three-dimensional headset can enhance the effects of cognitive and physiological functioning. Objective: Evaluation of the effects of a co-produced VR exergame “Falling diamonds” on physical performance, trunk stability and cognition, three attributes linked to falls risk in seniors. Methods: A total of 44 physically active participants aged 60–85 years were randomized to either the immersive VR exergame (n = 14), nonimmersive exergame (n = 15), or control (n = 15). Static balance, leg strength, and gait speed were measured by the Short Physical Performance Battery, trunk stability was assessed using the Prone test and cognition was evaluated by the RehaCom screening software at baseline and follow-up at 9 weeks. Results: The VR exergame group experienced greater improvements in the cognition measures of selective attention control and speed (p = .009, p = .033) more than the exergame group (p = .010) and control (p = .049, p = .004). Conclusions: The evaluation and delivery methods of VR exergame Falling diamonds are feasible, and trial measures, procedures, and intervention are deemed acceptable by participants. Our findings indicate that using a VR exergame to exercise could improve cognition in seniors.
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来源期刊
Acta Gymnica
Acta Gymnica SPORT SCIENCES-
CiteScore
2.00
自引率
0.00%
发文量
7
审稿时长
12 weeks
期刊介绍: The journal "Acta Gymnica" (ISSN 2336-4912 (Print); ISSN 2336-4920 (On-line)), published formerly as "Acta Universitatis Palackianae Olomucensis. Gymnica" (ISSN 1212-1185 (Print); ISSN 1213-8312 (On-line)), focuses on presenting results of research studies and theoretical studies from the field of kinanthropology. The scope of the journal covers topics related to biomechanics, exercise physiology, physiotherapy, somatometry, sports psychology, sports training, physical education, public health, etc. The journal also welcomes submissions that present results of interdisciplinary research.
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