Faculty de Medicina FMUSP, Universidade de Sao Paulo, 51 Cipotânea Street, University City, Sao Paulo, SP, Zip Code: 05360-160, Brazil.
Division of Geriatrics, Department of Internal Medicine, University of São Paulo Medical School, 255, Doctor OlívioPires Campos Street, Sao Paulo, SP, Zip Code: 05403-000, Brazil.
Maturitas. 2018 Dec;118:20-28. doi: 10.1016/j.maturitas.2018.10.002. Epub 2018 Oct 4.
Recently, interactive video games (IVGs) have been used as a health-care intervention that provides both exercise and cognitive stimulation. Several studies have shown that IVGs can improve postural control, gait, cognition, and functional independence in elderly people and patients with neurological disease. However, there is a lack of evidence about the effects of IVGs on frail and pre-frail elderly people. The aim of this study was to evaluate the feasibility, safety, and acceptability of playing Nintendo Wii Fit Plus (NWFP) interactive video games, and the functional outcomes (postural control, gait, cognition, mood, and fear of falling) in frail and pre-frail older adults.
This study is a randomized controlled, parallel-group, feasibility trial. Participants were frail and pre-frail older adults randomly assigned to the experimental group (EG, n = 15) or control group (CG, n = 15). Participants in the EG performed 14 training sessions, lasting 50 min each, twice a week. In each training session, participants played five of 10 selected games, with two attempts at each game. Participants in the CG received general advice regarding the importance of physical activity. All participants were assessed on three occasions by a blinded physical therapist: before and after intervention, and 30 days after the end of the intervention (follow-up). We assessed the feasibility (score of participants in the games), acceptability (game satisfaction questionnaire), safety (adverse events during training sessions), and functional outcomes: (1) postural control (Mini-BESTest); (2) gait (Functional Gait Assessment); (3) cognition (Montreal Cognitive Assessment); (4) mood (GDS-15); and (5) fear of falling (FES-I).
Participants in the EG improved their scores in all 10 games, reported that they understood and enjoyed the tasks of the games, and presented few adverse events during the practice. There was a significant improvement in the Mini-BESTest and Functional Gait Assessment in the EG when compared with the CG (p < 0.05).
The use of NWFP was feasible, acceptable, and safe for frail older adults and improved their postural control and gait. There were no effects on cognition, mood, or fear of falling. This trial was registered in the Brazilian Registry of Clinical Trials (RBR-823rst) on 11 June 2016.
最近,互动视频游戏(IVG)已被用作提供运动和认知刺激的一种医疗保健干预措施。多项研究表明,IVG 可以改善老年人和患有神经疾病患者的姿势控制、步态、认知和功能独立性。然而,关于 IVG 对虚弱和衰弱前期老年人的影响,证据不足。本研究旨在评估玩任天堂 Wii Fit Plus(NWFP)互动视频游戏的可行性、安全性和可接受性,以及虚弱和衰弱前期老年人的功能结果(姿势控制、步态、认知、情绪和跌倒恐惧)。
这是一项随机对照、平行组可行性试验。参与者为虚弱和衰弱前期的老年人,随机分为实验组(EG,n=15)或对照组(CG,n=15)。EG 组进行 14 次训练,每次 50 分钟,每周两次。在每次训练中,参与者玩 10 个选定游戏中的 5 个,每个游戏尝试两次。CG 组接受关于体育活动重要性的一般建议。所有参与者均由一名盲法物理治疗师在三个时间点进行评估:干预前、干预后和干预结束后 30 天(随访)。我们评估了可行性(游戏参与者的得分)、可接受性(游戏满意度问卷)、安全性(训练期间的不良事件)和功能结果:(1)姿势控制(Mini-BESTest);(2)步态(功能性步态评估);(3)认知(蒙特利尔认知评估);(4)情绪(GDS-15);和(5)跌倒恐惧(FES-I)。
EG 组在所有 10 个游戏中的得分均有所提高,报告说他们理解并喜欢游戏任务,并且在练习过程中很少出现不良事件。与 CG 相比,EG 组在 Mini-BESTest 和功能性步态评估方面的得分显著提高(p<0.05)。
NWFP 对虚弱的老年人来说是可行的、可接受的和安全的,并且可以改善他们的姿势控制和步态。对认知、情绪或跌倒恐惧没有影响。该试验于 2016 年 6 月 11 日在巴西临床试验注册处(RBR-823rst)注册。