Taylor Lynne M, Kerse Ngaire, Frakking Tara, Maddison Ralph
National Institute for Health Innovation, the University of Auckland, Auckland, New Zealand.
Auckland University of Technology, Auckland, New Zealand.
J Geriatr Phys Ther. 2018 Apr/Jun;41(2):108-123. doi: 10.1519/JPT.0000000000000078.
Participation in regular physical activity is associated with better physical function in older people (>65 years); however, older people are the least active of all age groups. Exercise-based active video games (AVGs) offer an alternative to traditional exercise programs aimed at maintaining or enhancing physical performance measures in older people. This review systematically evaluated whether AVGs could improve measures of physical performance in older people. Secondary measures of safety, game appeal, and usability were also considered.
Electronic databases were searched for randomized controlled trials published up to April 2015. Included were trials with 2 or more arms that evaluated the effect of AVGs on outcome measures of physical performance in older people.
Eighteen randomized controlled trials (n = 765) were included. Most trials limited inclusion to healthy community-dwelling older people. With the exception of 1 trial, all AVG programs were supervised. Using meta-analyses, AVGs were found to be more effective than conventional exercise (mean difference [MD], 4.33; 95% confidence intervals [CIs], 2.93-5.73) or no intervention (MD, 0.73; 95% CI, 0.17-1.29) for improving Berg Balance scores in community-dwelling older people. Active video games were also more effective than control for improving 30-second sit-to-stand scores (MD, 3.99; 95% CI, 1.92-6.05). No significant differences in Timed Up and Go scores were found when AVGs were compared with no intervention or with conventional exercise.
Active video games can improve measures of mobility and balance in older people when used either on their own or as part of an exercise program. It is not yet clear whether AVGs are equally suitable for older people with significant cognitive impairments or balance or mobility limitations. Given the positive findings to date, consideration could be given to further development of age-appropriate AVGs for use by older people with balance or mobility limitations.
参与定期体育活动与老年人(>65岁)更好的身体机能相关;然而,老年人是所有年龄组中身体活动最少的。基于运动的主动式电子游戏(AVG)为旨在维持或提高老年人身体机能指标的传统运动项目提供了一种替代选择。本综述系统评价了AVG是否能改善老年人的身体机能指标。还考虑了安全性、游戏吸引力和可用性等次要指标。
检索电子数据库,查找截至2015年4月发表的随机对照试验。纳入的试验需有2个或更多组,评估AVG对老年人身体机能指标的影响。
纳入18项随机对照试验(n = 765)。大多数试验将纳入对象限制为健康的社区居住老年人。除1项试验外,所有AVG项目均有监督。通过荟萃分析发现,对于改善社区居住老年人的伯格平衡评分,AVG比传统运动(平均差[MD],4.33;95%置信区间[CI],2.93 - 5.73)或无干预(MD,0.73;95% CI,0.17 - 1.29)更有效。主动式电子游戏在改善30秒坐立位评分方面也比对照组更有效(MD,3.99;95% CI,1.92 - 6.05)。将AVG与无干预或传统运动进行比较时,计时起立行走评分未发现显著差异。
主动式电子游戏单独使用或作为运动项目的一部分时,可改善老年人的活动能力和平衡能力。目前尚不清楚AVG是否同样适用于有严重认知障碍或平衡或活动能力受限的老年人。鉴于迄今为止的阳性结果,可考虑进一步开发适合有平衡或活动能力受限的老年人使用的AVG。