Swanenburg Jaap, Wild Karin, Straumann Dominik, de Bruin Eling D
Physiotherapy and Occupational Therapy Research Center, Directorate of Research and Education, University Hospital Zurich, University of Zurich, Zurich, Switzerland.
Integrative Spinal Research (ISR), Department of Chiropractic Medicine, Balgrist University Hospital, Zurich, Switzerland.
Front Physiol. 2018 Jul 31;9:988. doi: 10.3389/fphys.2018.00988. eCollection 2018.
The use of Exergames designed to improve physical and cognitive functioning is relatively new in rehabilitation. Exergaming allows the training of skills, the handling of tools, and procedures; however, often, the potential of these aspects are not assessed before they are adopted in clinical settings. This study aimed at exploring the effects of exergaming on vestibular functions and gait in healthy community dwelling older adults using a proof-of-concept study design registered under ClinicalTrials.gov NCT03160352. A pre-test-post-test one-group study design comprising 10 older adults (mean age of 73.5 ± 7.6 years, four males) investigated the feasibility of eight exergaming training sessions (for 160 min) and the effects on dynamic visual acuity (DVA), functional gait assessment (FGA), and extended timed get-up-and-go (ETGUG). The simulator sickness questionnaire (SSQ) and the game scores were evaluated for the feasibility of the intervention. Wilcoxon test and Cohen's d (d) were chosen to test for differences and for effect size estimation. Exergaming led to a significantly improved DVA ( = -2.50, = 0.01, = 1.35) with improvements in 9 out of 10 participants. In addition, the FGA significantly improved with a large effect size ( = -2.25, = 0.02, = 1.17). Specifically, component tasks such as walking with horizontal head turns ( = 0.03), gait with a narrow base of support ( = 0.03), ambulating backward ( = 0.05) significantly improved. The ETGUG component task Gait initiation significantly improved ( = 0.04). No change was found in gait speed and SSQ. The game scores of the participants improved continuously during the course of the intervention for every game. This proof-of-concept study suggests that the use of exergaming that requires active stepping movements and that contains moving game projection is feasible and facilitates gaze stability during head movements in healthy community dwelling older adults. Aspects of functional gait and gait initiation also improved. Future research aimed at testing this exergaming intervention in patients suffering from vestibular impairments is warranted.
旨在改善身体和认知功能的运动游戏在康复领域的应用相对较新。运动游戏可用于技能训练、工具操作和程序练习;然而,在临床环境中采用这些方法之前,其潜力往往未得到评估。本研究旨在通过一项在ClinicalTrials.gov注册的概念验证研究设计(NCT03160352),探索运动游戏对健康社区居住老年人前庭功能和步态的影响。一项前后测单组研究设计纳入了10名老年人(平均年龄73.5±7.6岁,4名男性),研究了八节运动游戏训练课程(共160分钟)的可行性以及对动态视力(DVA)、功能性步态评估(FGA)和延长计时起立行走测试(ETGUG)的影响。通过模拟器不适问卷(SSQ)和游戏得分评估干预的可行性。选择Wilcoxon检验和Cohen's d(d)来检验差异并估计效应大小。运动游戏使DVA显著改善(Z = -2.50,p = 0.01,d = 1.35),10名参与者中有9名得到改善。此外,FGA显著改善,效应大小较大(Z = -2.25,p = 0.02,d = 1.17)。具体而言,诸如水平转头行走(p = 0.03)、窄支撑面步态(p = 0.03)、向后行走(p = 0.05)等组成任务显著改善。ETGUG的组成任务步态启动也显著改善(p = 0.04)。步态速度和SSQ未发现变化。在干预过程中,每个游戏的参与者游戏得分持续提高。这项概念验证研究表明,使用需要主动踏步动作且包含移动游戏投影的运动游戏是可行的,并且有助于健康社区居住老年人在头部运动期间保持注视稳定。功能性步态和步态启动方面也得到了改善。有必要开展未来研究,以测试这种运动游戏干预对前庭功能受损患者的效果。