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任天堂系列在健康领域的贡献:一项系统评价与荟萃分析

The contribution of Nintendo series in the field of health: a systematic review and meta-analysis.

作者信息

Tripette Julien, Murakami Haruka, Ryan Katie Rose, Ohta Yuji, Miyachi Motohiko

机构信息

Ochanomizu University, Bunkyo, Tokyo, Japan.

Department of Physical Activity Research, National Institutes of Biomedical innovation, Health and Nutrition, Shinjuku, Tokyo, Japan.

出版信息

PeerJ. 2017 Sep 5;5:e3600. doi: 10.7717/peerj.3600. eCollection 2017.

Abstract

BACKGROUND

was originally designed as a health and fitness interactive training experience for the general public. There are, however, many examples of being utilized in clinical settings. This article aims to identify the contribution of in the field of health promotion and rehabilitation by: (1) identifying the health-related domains for which the series has been tested, (2) clarifying the effect of in those identified health-related domains and (3) quantifying this effect.

METHOD

A systematic literature review was undertaken. The MEDLINE database and published content were explored using the search term "Wii-Fit." Occurrences resulting from manual searches on Google and material suggested by experts in the field were also considered. Included articles were required to have measurements from activities for at least one relevant health indicator. The effect of interventions was assessed using meta-analyses for the following outcomes: activity-specific balance confidence score, Berg balance score (BBC) and time-up-and-go test (TUG).

FINDINGS

A total of 115 articles highlighted that the has been tested in numerous healthy and pathological populations. Out of these, only a few intervention studies have focused on the prevention of chronic diseases. A large proportion of the studies focus on balance training ( = 55). This systematic review highlights several potential benefits of interventions and these positive observations are supported by meta-analyses data ( = 25). For example, the BBC and the TUG respond to a similar extend to interventions compared with traditional training.

CONCLUSION

has the potential to be used as a rehabilitation tool in different clinical situations. However, the current literature includes relatively few randomized controlled trials in each population. Further research is therefore required.

摘要

背景

最初是作为一种面向普通大众的健康与健身互动训练体验而设计的。然而,有许多在临床环境中使用的例子。本文旨在通过以下方式确定其在健康促进和康复领域的贡献:(1)确定该系列已测试的与健康相关的领域,(2)阐明其在这些确定的与健康相关领域中的效果,以及(3)量化这种效果。

方法

进行了一项系统的文献综述。使用搜索词“Wii Fit”探索了MEDLINE数据库和已发表的内容。还考虑了在谷歌上手动搜索的结果以及该领域专家推荐的材料。纳入的文章要求至少有一项相关健康指标的活动测量数据。使用荟萃分析评估干预措施对以下结果的效果:特定活动的平衡信心得分、伯格平衡量表(BBC)和起立行走测试(TUG)。

结果

共有115篇文章强调该已在众多健康和患病群体中进行了测试。其中,只有少数干预研究关注慢性病的预防。大部分研究集中在平衡训练(n = 55)。这项系统综述突出了干预措施的几个潜在益处,这些积极观察结果得到了荟萃分析数据(n = 25)的支持。例如,与传统训练相比,BBC和TUG对干预措施的反应程度相似。

结论

有潜力在不同临床情况下用作康复工具。然而,目前的文献中每个群体的随机对照试验相对较少。因此需要进一步研究。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/38b1/5590553/788432e1c8c6/peerj-05-3600-g001.jpg

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