游戏干预对青少年平衡能力的影响:一项随机对照试验。

IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH
Chenqi Zhang, Ting Han, Xinyang Tan, Cong Yu, Shuo Li, Hongtao Zheng, Dian Zhu, Yahui Zhang, Tianjia Shen
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引用次数: 1

摘要

目的:平衡能力是青少年身体发育的重要指标,运用运动游戏进行平衡训练有一定的发展趋势。然而,专门为平衡训练设计的运动游戏对青少年各种姿势平衡能力的影响尚不清楚。材料与方法:本研究利用Kinect开发了一款平衡训练游戏,并进行了随机对照试验,以评估其对平衡能力发展的影响。招募32名健康青少年(年龄:11.44±0.51)参加为期8周的试验,随机分为游戏组(N = 16)和对照组(N = 16)。结果:干预前后分别进行鹰姿静平衡测试和Y-Balance试验动平衡测试。从Mann-Whitney U检验结果来看,干预组在闭眼鹰姿测试中比对照组有更大的改善,左腿P = 0.009,右腿P = 0.03。干预组在动态平衡方面也有更显著的改善(P = 0.002),表现为综合评分的提高更高。此外,非优势腿站立和闭上眼睛站立时的平衡能力都比优势腿站立和睁开眼睛站立时的平衡能力有更高的提高。此外,采用5分制问卷,75%的参与者对游戏表现出较高的兴趣,87.5%的参与者对游戏表现出较高的参与度(得分≥4分)。结论:所设计的平衡训练游戏可以促进平衡训练,并可作为健康青少年提高平衡能力的教育工具。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Effect of Exergame Intervention on Balance Ability of Adolescents: A Randomized Controlled Trial.

Objective: Balance is a strong indicator of physical development of adolescents, and there is a trend of employing exergame for balance training. However, the effectiveness of exergame specifically designed for balance training on adolescents' balance abilities in various postures remains unclear. Materials and Methods: In this study, an exergame for balance training was developed with Kinect and a randomized controlled trial was conducted to assess its effect on balance ability development. Thirty-two healthy adolescents (age: 11.44 ± 0.51) were recruited to participate in an 8-week trial and randomly allocated to an exergame group (N = 16) or control group (N = 16). Results: The static balance test in the eagle stance posture and the dynamic balance test using the Y-Balance Test were both conducted before and after the intervention. From the results of Mann-Whitney U test, the intervention group presented greater improvement during the eagle stance test with eyes closed than the control group with P = 0.009 and P = 0.03 in left and right leg, respectively. The intervention group also showed a more significant improvement in dynamic balance (P = 0.002), which was reflected by the higher increase of composite scores. Furthermore, the balance ability when standing with nondominant leg or eyes closed, both presented higher improvements than standing with dominant leg or eyes opened, respectively. Moreover, 75% participants reported high interest and 87.5% participants expressed high engagement with exergame (score ≥4) using 5-score scale questionnaire. Conclusion: The proposed exergame for balance training could potentially promote balance training and serve as an educational tool for healthy adolescents to enhance their balance abilities.

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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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