1 Department of Physical Therapy, Speech Therapy and Occupational Therapy, School of Medicine, University of São Paulo , São Paulo, Brazil .
2 Laboratory of Motor Behavior, School of Physical Education and Sports, University of São Paulo , São Paulo, Brazil .
Games Health J. 2018 Feb;7(1):24-36. doi: 10.1089/g4h.2017.0065. Epub 2017 Dec 14.
To compare the effectiveness of Kinect Adventures games versus conventional physiotherapy to improve postural control (PC), gait, cardiorespiratory fitness, and cognition of the elderly. In addition, we evaluated the safety, acceptability, and adherence to the interventions.
The study was a randomized clinical trial in which 46 elderly individuals were selected, mean age 69.3 (5.34) years. Participants were allocated to the Kinect Adventures Training Group (KATG) or the Conventional Physical Therapy Group (CPTG), 23 individuals in each group. Participants of both groups participated in 14 training sessions lasting 1 hour each, twice a week. The KATG practiced four Kinect Adventures games. The CPTG participated in conventional physiotherapy. The primary outcome was PC: Mini-Balance Evaluation Systems Test (Mini-BESTest), and secondary outcomes were gait: Functional Gait Assessment (FGA), cardiorespiratory fitness: Six-minute step test (6MST), and cognition: Montreal Cognitive Assessment (MoCA). Acceptability was assessed through a questionnaire created by the researchers themselves. Adherence was assessed by the "frequency of the number of elderly individuals who completed the interventions and safety through the presence of adverse effects." Participants were assessed immediately pre- and posttreatment and fourth week after the end of the treatment. Statistical analysis was done through repeated-measures analysis of variance and Tukey post hoc test.
Both groups presented a significant improvement in the PC (Mini-BEST), gait (FGA), and cognition (MoCA) posttreatment that was maintained at fourth week after treatment (post hoc Tukey test; P < 0.05). Regarding cardiorespiratory fitness (6MST), the KATG presented improvement posttreatment and maintenance of the results in the fourth week after treatment. CPTG showed improvement only in fourth week after treatment (post hoc Tukey tests; P < 0.05). Regarding the acceptability, the questionnaire showed that both groups were satisfied with regard to the proposed interventions. There was 91% adherence in both training sessions. Regarding the safety, 34% and 26% of the individuals of the KATG and CPTG, respectively, presented adverse effects of delayed muscle pain in the lower limbs after the first session only.
There were no significant differences between the KATG and CPTG; both interventions provided positive effects on PC, gait, cardiorespiratory fitness, and cognition of the elderly.
比较 Kinect 冒险游戏与传统物理疗法对改善老年人姿势控制(PC)、步态、心肺功能和认知能力的效果。此外,我们还评估了干预措施的安全性、可接受性和依从性。
这是一项随机临床试验,共纳入 46 名老年人,平均年龄 69.3(5.34)岁。参与者被分配到 Kinect 冒险训练组(KATG)或传统物理治疗组(CPTG),每组 23 人。两组参与者均参加了 14 次 1 小时的训练,每周 2 次。KATG 练习了四个 Kinect 冒险游戏。CPTG 参加了传统的物理治疗。主要结局是 PC:迷你平衡评估系统测试(Mini-BESTest),次要结局是步态:功能性步态评估(FGA)、心肺功能:六分钟踏步测试(6MST)和认知:蒙特利尔认知评估(MoCA)。可接受性通过研究人员自己创建的问卷进行评估。依从性通过“完成干预措施的老年人人数的频率和安全性(通过不良反应的存在)”进行评估。参与者在治疗前、治疗后即刻和治疗结束后第 4 周进行评估。统计分析采用重复测量方差分析和 Tukey 事后检验。
两组 PC(Mini-BEST)、步态(FGA)和认知(MoCA)在治疗后均显著改善,且在治疗结束后第 4 周仍保持(Tukey 事后检验;P<0.05)。至于心肺功能(6MST),KATG 在治疗后有所改善,并且在治疗结束后第 4 周保持结果。CPTG 仅在治疗结束后第 4 周有所改善(Tukey 事后检验;P<0.05)。关于可接受性,问卷显示两组对所提出的干预措施均满意。两组的训练课程都有 91%的依从性。关于安全性,KATG 和 CPTG 组分别有 34%和 26%的个体在第一次训练后仅出现下肢延迟性肌肉疼痛的不良反应。
KATG 和 CPTG 之间没有显著差异;两种干预措施都对老年人的 PC、步态、心肺功能和认知能力产生了积极影响。