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针对服务不足的老年非裔美国人的运动游戏项目的可行性

The Feasibility of an Exergaming Program in Underserved Older African Americans.

作者信息

Chao Ying-Yu, Musanti Rita, Zha Peijia, Katigbak Carina

机构信息

1 Rutgers, The State University of New Jersey, Newark, NJ, USA.

2 Boston College, MA, USA.

出版信息

West J Nurs Res. 2018 Jun;40(6):815-833. doi: 10.1177/0193945916687529. Epub 2017 Jan 8.

Abstract

The study tested the feasibility and efficacy of an exergaming program in underserved older African American communities. The study is a single-group with pre- and posttest design. Twelve female participants ( M age = 64.17 ± 6.74 years) completed an exergaming program once or twice a week for 24 sessions over 14 weeks. Community health workers implemented the program through coaching and supporting mechanisms to motivate participants to exercise. A mixed-methods analysis was used to assess the intervention. After the program, participants showed significant improvements in lower body flexibility ( p = .012), and physical health-related quality of life ( p = .005). Four themes were identified related to the self-reported benefits of the exergaming program: (a) improving health, (b) feeling enjoyment, (c) getting connected, and (d) knowing you. The exergaming program provides an easy-to-implement and potentially effective intervention that can be used in community-directed centers to improve health and well-being in the underserved population.

摘要

该研究测试了一款运动游戏项目在服务不足的非裔美国老年社区中的可行性和有效性。该研究采用单组前后测设计。12名女性参与者(平均年龄=64.17±6.74岁)在14周内每周进行一次或两次运动游戏项目,共完成24节课程。社区卫生工作者通过指导和支持机制来实施该项目,以激励参与者进行锻炼。采用混合方法分析来评估干预措施。项目结束后,参与者在下肢柔韧性(p=0.012)和与身体健康相关的生活质量(p=0.005)方面有显著改善。确定了与运动游戏项目自我报告的益处相关的四个主题:(a)改善健康,(b)感到愉悦,(c)建立联系,(d)了解自己。运动游戏项目提供了一种易于实施且可能有效的干预措施,可用于社区指导中心,以改善服务不足人群的健康和福祉。

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