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一点Wii乐趣:为老年人提供有效平衡训练的新型平台。

A Wii Bit of Fun: A Novel Platform to Deliver Effective Balance Training to Older Adults.

作者信息

Whyatt Caroline, Merriman Niamh A, Young William R, Newell Fiona N, Craig Cathy

机构信息

1 School of Psychology, Queen's University Belfast , Belfast, United Kingdom .

2 School of Psychology and Institute of Neuroscience, Trinity College Dublin , Dublin, Ireland .

出版信息

Games Health J. 2015 Dec;4(6):423-33. doi: 10.1089/g4h.2015.0006. Epub 2015 Oct 15.

DOI:10.1089/g4h.2015.0006
PMID:26469308
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC4624248/
Abstract

BACKGROUND

Falls and fall-related injuries are symptomatic of an aging population. This study aimed to design, develop, and deliver a novel method of balance training, using an interactive game-based system to promote engagement, with the inclusion of older adults at both high and low risk of experiencing a fall.

STUDY DESIGN

Eighty-two older adults (65 years of age and older) were recruited from sheltered accommodation and local activity groups. Forty volunteers were randomly selected and received 5 weeks of balance game training (5 males, 35 females; mean, 77.18 ± 6.59 years), whereas the remaining control participants recorded levels of physical activity (20 males, 22 females; mean, 76.62 ± 7.28 years). The effect of balance game training was measured on levels of functional balance and balance confidence in individuals with and without quantifiable balance impairments.

RESULTS

Balance game training had a significant effect on levels of functional balance and balance confidence (P < 0.05). This was further demonstrated in participants who were deemed at high risk of falls. The overall pattern of results suggests the training program is effective and suitable for individuals at all levels of ability and may therefore play a role in reducing the risk of falls.

CONCLUSIONS

Commercial hardware can be modified to deliver engaging methods of effective balance assessment and training for the older population.

摘要

背景

跌倒及与跌倒相关的损伤是人口老龄化的症状表现。本研究旨在设计、开发并提供一种新颖的平衡训练方法,使用基于游戏的交互式系统来促进参与度,纳入有高跌倒风险和低跌倒风险的老年人。

研究设计

从庇护性住所和当地活动团体招募了82名老年人(65岁及以上)。随机选择40名志愿者,接受为期5周的平衡游戏训练(5名男性,35名女性;平均年龄77.18 ± 6.59岁),而其余对照组参与者记录身体活动水平(20名男性,22名女性;平均年龄76.62 ± 7.28岁)。在有和没有可量化平衡障碍的个体中,测量平衡游戏训练对功能平衡水平和平衡信心的影响。

结果

平衡游戏训练对功能平衡水平和平衡信心有显著影响(P < 0.05)。这在被认为有高跌倒风险的参与者中得到进一步证明。总体结果模式表明,该训练计划是有效的,适用于所有能力水平的个体,因此可能在降低跌倒风险方面发挥作用。

结论

商业硬件可以进行修改,以提供针对老年人群体的有效平衡评估和训练的有趣方法。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c4a1/4624248/777f9942ba46/fig-8.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c4a1/4624248/b3124714367b/fig-1.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c4a1/4624248/ebc151efdc6b/fig-2.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c4a1/4624248/798af17df8f5/fig-3.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c4a1/4624248/c29e11586e06/fig-4.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c4a1/4624248/d1ef635a6f22/fig-5.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c4a1/4624248/b9582c2a2fcb/fig-6.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c4a1/4624248/c4679f854eb5/fig-7.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c4a1/4624248/777f9942ba46/fig-8.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c4a1/4624248/b3124714367b/fig-1.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c4a1/4624248/ebc151efdc6b/fig-2.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c4a1/4624248/798af17df8f5/fig-3.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c4a1/4624248/c29e11586e06/fig-4.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c4a1/4624248/d1ef635a6f22/fig-5.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c4a1/4624248/b9582c2a2fcb/fig-6.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c4a1/4624248/c4679f854eb5/fig-7.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c4a1/4624248/777f9942ba46/fig-8.jpg

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