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运动游戏对多发性硬化症患者平衡能力、步态、技术接受度和心流体验的影响:一项随机对照试验。

The effects of exergaming on balance, gait, technology acceptance and flow experience in people with multiple sclerosis: a randomized controlled trial.

作者信息

Robinson Jonathan, Dixon John, Macsween Alasdair, van Schaik Paul, Martin Denis

机构信息

Health and Social Care Institute, Teesside University, Middlesbrough, TS1 3BA UK.

School of Social Sciences, Business & Law, Teesside University, Middlesbrough, TS1 3BA UK.

出版信息

BMC Sports Sci Med Rehabil. 2015 Apr 17;7:8. doi: 10.1186/s13102-015-0001-1. eCollection 2015.

DOI:10.1186/s13102-015-0001-1
PMID:25969739
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC4427959/
Abstract

BACKGROUND

Exergaming is a promising new alternative to traditional modes of therapeutic exercise which may be preferable and more effective for people with Multiple Sclerosis (MS). Impaired balance is reported as one of the most disabling aspects of MS. The purposes of this study were to examine the effects of exergaming on: (1) postural sway, (2) gait, (3) technology acceptance and (4) flow experience in people with MS. Secondary outcomes were disability: 12-item Multiple Sclerosis Walking Scale (MSWS-12) and the World Health Organization Disability Assessment Schedule 2.0 (WHODAS 2.0) questionnaire.

METHODS

Fifty-six adults (mean age = 52 years, SD = 5.8; 38 women) with a clinical diagnosis of MS and able to walk 100 meters with or without use of a walking aid were included in this study and randomized into 3 groups. Group 1 received balance training using the Nintendo Wii Fit™ (exergaming) and Group 2 undertook traditional balance training (non-exergaming). Group 3 acted as a control group, receiving no intervention. Exergaming and traditional balance training groups received four weeks of twice weekly balance-orientated exercise. Postural sway was measured using a Kistler™ force platform. Spatiotemporal parameters of gait were measured using a GAITRite™ computerised walkway. Technology acceptance and flow experience were measured using the Unified Theory of Acceptance and Use of Technology and the Flow State Scale questionnaires, respectively.

RESULTS

There were significant improvements in bipedal postural sway in both intervention groups when compared to the control group; and no effects of either intervention on gait. There were no significant differences between the interventions in technology acceptance but on several dimensions of flow experience the Wii Fit™ was superior to traditional balance training. Both interventions showed improvements in disability compared to control.

CONCLUSIONS

In terms of the physical effects of exergaming, the Wii Fit™ is comparable to traditional balance training. These findings would support the use of the Wii Fit™ as an effective means of balance and gait training for people with MS, which is both accepted and intrinsically motivating to MS users.

TRIAL REGISTRATION

Controlled Trials ISRCTN13924231.

摘要

背景

电子游戏健身是传统治疗性锻炼模式的一种有前景的新替代方式,对于多发性硬化症(MS)患者可能更可取且更有效。平衡受损被认为是MS最致残的方面之一。本研究的目的是检验电子游戏健身对MS患者的以下影响:(1)姿势摇摆,(2)步态,(3)技术接受度,以及(4)心流体验。次要结果是残疾情况:12项多发性硬化症步行量表(MSWS - 12)和世界卫生组织残疾评估量表2.0(WHODAS 2.0)问卷。

方法

本研究纳入了56名临床诊断为MS且能够在使用或不使用助行器的情况下行走100米的成年人(平均年龄 = 52岁,标准差 = 5.8;38名女性),并将其随机分为3组。第1组使用任天堂Wii Fit™进行平衡训练(电子游戏健身),第2组进行传统平衡训练(非电子游戏健身)。第3组作为对照组,不接受干预。电子游戏健身组和传统平衡训练组接受为期四周、每周两次的以平衡为导向的锻炼。使用奇石乐™测力平台测量姿势摇摆。使用GAITRite™计算机化步道测量步态的时空参数。分别使用技术接受与使用统一理论问卷和心流状态量表问卷测量技术接受度和心流体验。

结果

与对照组相比,两个干预组的双足姿势摇摆均有显著改善;两种干预对步态均无影响。两种干预在技术接受度方面无显著差异,但在心流体验的几个维度上,Wii Fit™优于传统平衡训练。与对照组相比,两种干预均显示出残疾情况的改善。

结论

就电子游戏健身的身体影响而言,Wii Fit™与传统平衡训练相当。这些发现将支持把Wii Fit™用作MS患者平衡和步态训练的有效手段,MS患者对其既接受又有内在动力。

试验注册

受控试验ISRCTN13924231 。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1d20/4427959/aadb259782b4/13102_2015_1_Fig1_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1d20/4427959/aadb259782b4/13102_2015_1_Fig1_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1d20/4427959/aadb259782b4/13102_2015_1_Fig1_HTML.jpg

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