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主动式视频游戏对慢性脑卒中患者平衡和移动能力的影响:一项随机对照试验。

Active video-gaming effects on balance and mobility in individuals with chronic stroke: a randomized controlled trial.

机构信息

Physical Therapy Program, Department of Exercise Science, University of South Carolina, Columbia.

出版信息

Top Stroke Rehabil. 2013 May-Jun;20(3):218-25. doi: 10.1310/tsr2003-218.

Abstract

BACKGROUND

Treatments that provide feedback, increase practice with multiple repetitions, and motivate patients are essential to rehabilitation post stroke.

OBJECTIVE

To determine whether playing active video games results in improved balance and mobility post stroke.

METHODS

Thirty participants with chronic (time since stroke = 3.0 [2.9] years) hemiparesis post stroke were randomly assigned to a gaming group or normal activity control group. Gaming systems provided participants with an interactive interface of real-time movement of either themselves or an avatar on the screen. Participants played games 50-60 minutes/day, 4 days/week, for 5 weeks. The intervention was strictly game-play, in standing position, without physical therapy. The control group received no special intervention and continued with normal activity. Both groups were tested prior to, following the 5 weeks (post test), and 3 months following the completion of the study. Outcome measures included the Fugl-Meyer Assessment, Berg Balance Scale, Dynamic Gait Index, Timed Up & Go, 6-minute walk test, 3-meter walk (self-selected and fast), and perception of recovery.

RESULTS

No statistically significant differences between or within groups were found through analysis of covariance (covaried for side of hemiparesis) at post test or follow-up. Although the within-group effect sizes were primarily indexed as "small" (< .36), the gaming group exhibited higher within-group effect sizes before and after testing than did the control group on all 7 dependent variables analyzed.

CONCLUSIONS

Even though the only intervention was game-play, there were small positive effects. Therapist assistance in making more optimum movement choices may be needed before significant improvements are seen with commercially available, general purpose games.

摘要

背景

提供反馈、增加多次练习并激励患者的治疗方法对于中风后的康复至关重要。

目的

确定玩积极的视频游戏是否会改善中风后的平衡和活动能力。

方法

30 名患有慢性(中风后时间= 3.0 [2.9] 年)偏瘫的参与者被随机分配到游戏组或正常活动对照组。游戏系统为参与者提供了一个实时运动的互动界面,要么是自己,要么是屏幕上的一个虚拟形象。参与者每天玩游戏 50-60 分钟,每周 4 天,持续 5 周。干预措施是严格的游戏玩法,站立姿势,不进行物理治疗。对照组没有接受特殊干预,继续正常活动。两组均在干预前(前测)、干预 5 周后(后测)和研究完成后 3 个月进行测试。评估结果包括 Fugl-Meyer 评估、伯格平衡量表、动态步态指数、计时起立行走测试、6 分钟步行测试、3 米步行(自我选择和快速)以及恢复感知。

结果

通过协方差分析(协变量为偏瘫侧),在测试后或随访中,均未发现组间或组内存在统计学差异。尽管组内效应大小主要被标记为“小”(<.36),但与对照组相比,游戏组在所有 7 个被分析的依赖变量上,在测试前后的组内效应大小均更高。

结论

即使唯一的干预措施是游戏,也有一些小的积极影响。在使用商业上可用的通用游戏看到显著改善之前,可能需要治疗师协助做出更优化的运动选择。

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