Department of Physical Therapy, School of Medical Rehabilitation, University of Manitoba, R106-771 McDermot Ave, Winnipeg, Manitoba, Canada R3E 0T6.
Phys Ther. 2011 Oct;91(10):1449-62. doi: 10.2522/ptj.20090205. Epub 2011 Jul 28.
Due to the many problems associated with reduced balance and mobility, providing an effective and engaging rehabilitation regimen is essential to progress recovery from impairments and to help prevent further degradation of motor skills.
The purpose of this study was to examine the feasibility and benefits of physical therapy based on a task-oriented approach delivered via an engaging, interactive video game paradigm. The intervention focused on performing targeted dynamic tasks, which included reactive balance controls and environmental interaction.
This study was a randomized controlled trial.
The study was conducted in a geriatric day hospital.
Thirty community-dwelling and ambulatory older adults attending the day hospital for treatment of balance and mobility limitations participated in the study.
Participants were randomly assigned to either a control group or an experimental group. The control group received the typical rehabilitation program consisting of strengthening and balance exercises provided at the day hospital. The experimental group received a program of dynamic balance exercises coupled with video game play, using a center-of-pressure position signal as the computer mouse. The tasks were performed while standing on a fixed floor surface, with progression to a compliant sponge pad. Each group received 16 sessions, scheduled 2 per week, with each session lasting 45 minutes.
Data for the following measures were obtained before and after treatment: Berg Balance Scale, Timed "Up & Go" Test, Activities-specific Balance Confidence Scale, modified Clinical Test of Sensory Interaction and Balance, and spatiotemporal gait variables assessed in an instrumented carpet system test.
Findings demonstrated significant improvements in posttreatment balance performance scores for both groups, and change scores were significantly greater in the experimental group compared with the control group. No significant treatment effect was observed in either group for the Timed "Up & Go" Test or spatiotemporal gait variables.
The sample size was small, and there were group differences at baseline in some performance measures.
Dynamic balance exercises on fixed and compliant sponge surfaces were feasibly coupled to interactive game-based exercise. This coupling, in turn, resulted in a greater improvement in dynamic standing balance control compared with the typical exercise program. However, there was no transfer of effect to gait function.
由于平衡和活动能力降低带来的诸多问题,提供有效且引人入胜的康复方案对于从损伤中恢复以及帮助防止运动技能进一步退化至关重要。
本研究旨在检验基于任务导向的物理疗法的可行性和益处,该疗法通过引人入胜的互动视频游戏范式来实施。干预措施侧重于执行有针对性的动态任务,包括反应性平衡控制和环境交互。
这是一项随机对照试验。
该研究在一家老年日医院进行。
30 名居住在社区并能走动的老年人参加了该日医院的平衡和活动能力受限治疗,他们参与了这项研究。
参与者被随机分配到对照组或实验组。对照组接受包括在日医院进行的强化和平衡练习在内的典型康复方案。实验组接受动态平衡练习和视频游戏相结合的方案,使用压力中心位置信号作为计算机鼠标。任务在固定的地面上站立时完成,然后进展到使用弹性海绵垫。每个组都接受 16 次治疗,每周 2 次,每次 45 分钟。
在治疗前后获取以下测量数据:伯格平衡量表、计时“站起-行走”测试、活动特异性平衡信心量表、改良临床感觉-运动交互平衡测试以及使用仪器化地毯系统测试评估的时空步态变量。
研究结果表明,两组的平衡表现评分在治疗后都有显著提高,实验组的变化评分明显高于对照组。在计时“站起-行走”测试或时空步态变量方面,两组均未观察到治疗效果的显著差异。
样本量较小,并且一些表现测量在基线时存在组间差异。
在固定和弹性海绵表面进行动态平衡练习与基于互动游戏的练习相结合是可行的。这种结合反过来使动态站立平衡控制的改善明显大于典型的练习方案。然而,这种效果并没有转移到步态功能上。