Suppr超能文献

一项使用舞蹈视频游戏的认知-运动干预措施,以提高老年人在双重任务条件下的脚步放置准确性和步态:一项随机对照试验。

A cognitive-motor intervention using a dance video game to enhance foot placement accuracy and gait under dual task conditions in older adults: a randomized controlled trial.

机构信息

Department Health Sciences and Technology (D-HEST), Institute of Human Movement Sciences and Sport, ETH Zurich, Zurich, Switzerland.

出版信息

BMC Geriatr. 2012 Dec 14;12:74. doi: 10.1186/1471-2318-12-74.

Abstract

BACKGROUND

Computer-based interventions have demonstrated consistent positive effects on various physical abilities in older adults. This study aims to compare two training groups that achieve similar amounts of strength and balance exercise where one group receives an intervention that includes additional dance video gaming. The aim is to investigate the different effects of the training programs on physical and psychological parameters in older adults.

METHODS

Thirty-one participants (mean age ± SD: 86.2 ± 4.6 years), residents of two Swiss hostels for the aged, were randomly assigned to either the dance group (n = 15) or the control group (n = 16). The dance group absolved a twelve-week cognitive-motor exercise program twice weekly that comprised progressive strength and balance training supplemented with additional dance video gaming. The control group performed only the strength and balance exercises during this period. Outcome measures were foot placement accuracy, gait performance under single and dual task conditions, and falls efficacy.

RESULTS

After the intervention between-group comparison revealed significant differences for gait velocity (U = 26, P = .041, r = .45) and for single support time (U = 24, P = .029, r = .48) during the fast walking dual task condition in favor of the dance group. No significant between-group differences were observed either in the foot placement accuracy test or in falls efficacy.

CONCLUSIONS

There was a significant interaction in favor of the dance video game group for improvements in step time. Significant improved fast walking performance under dual task conditions (velocity, double support time, step length) was observed for the dance video game group only. These findings suggest that in older adults a cognitive-motor intervention may result in more improved gait under dual task conditions in comparison to a traditional strength and balance exercise program.

TRIAL REGISTRATION

This trial has been registered under ISRCTN05350123 (www.controlled-trials.com)

摘要

背景

基于计算机的干预措施已证明对老年人的各种身体能力具有一致的积极影响。本研究旨在比较两个训练组,这两个组实现了相似数量的力量和平衡运动,其中一组接受了包括额外舞蹈视频游戏的干预措施。目的是研究不同的训练计划对老年人身体和心理参数的不同影响。

方法

31 名参与者(平均年龄±标准差:86.2±4.6 岁),瑞士两个养老院的居民,被随机分配到舞蹈组(n=15)或对照组(n=16)。舞蹈组每周两次完成为期 12 周的认知运动练习计划,包括渐进式力量和平衡训练,辅以额外的舞蹈视频游戏。对照组在此期间仅进行力量和平衡练习。主要结局指标为足部放置准确性、单任务和双任务条件下的步态表现以及跌倒效能。

结果

干预后,舞蹈组和对照组之间的比较显示,在快速步行双任务条件下,步速(U=26,P=.041,r=.45)和单支撑时间(U=24,P=.029,r=.48)存在显著差异。在足部放置准确性测试或跌倒效能方面,两组之间没有显著差异。

结论

在步时方面,舞蹈视频游戏组有显著的改善,且存在显著的交互作用。只有舞蹈视频游戏组在双任务条件下(速度、双支撑时间、步长)观察到快速步行性能显著提高。这些发现表明,在老年人中,认知运动干预可能导致在双任务条件下的步态改善比传统的力量和平衡运动计划更显著。

试验注册

本试验已在 ISRCTN05350123(www.controlled-trials.com)注册。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/e551/3538689/08791e6137b3/1471-2318-12-74-1.jpg

文献AI研究员

20分钟写一篇综述,助力文献阅读效率提升50倍。

立即体验

用中文搜PubMed

大模型驱动的PubMed中文搜索引擎

马上搜索

文档翻译

学术文献翻译模型,支持多种主流文档格式。

立即体验