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用于呼吸系统疾病康复的体感游戏:系统评价与荟萃分析

Active Video Games for Rehabilitation in Respiratory Conditions: Systematic Review and Meta-Analysis.

作者信息

Simmich Joshua, Deacon Anthony J, Russell Trevor G

机构信息

Centre for Research Excellence in Telehealth, University of Queensland, Brisbane, Australia.

School of Health and Rehabilitation Sciences, University of Queensland, Brisbane, Australia.

出版信息

JMIR Serious Games. 2019 Feb 25;7(1):e10116. doi: 10.2196/10116.

Abstract

BACKGROUND

Exercise and physical activity are key components of treatment for chronic respiratory diseases. However, the level of physical activity and adherence to exercise programs are low in people with these diseases. Active video games (AVGs) may provide a more engaging alternative to traditional forms of exercise.

OBJECTIVE

This review examines the effectiveness of game-based interventions on physiological outcome measures, as well as adherence and enjoyment in subjects with chronic respiratory diseases.

METHODS

A systematic search of the literature was conducted, with full texts and abstracts included where they involved an AVG intervention for participants diagnosed with respiratory conditions. A narrative synthesis of included studies was performed. Additionally, meta-analysis comparing AVGs with traditional exercise was undertaken for 4 outcome measures: mean heart rate (HR) during exercise, peripheral blood oxygen saturation (SO) during exercise, dyspnea induced by the exercise, and enjoyment of the exercise.

RESULTS

A total of 13 full-text papers corresponding to 12 studies were included in the review. Interventions predominantly used games released for the Nintendo Wii (8 studies) and Microsoft Xbox Kinect (3 studies). There were 5 studies that examined the acute effects of a single session of AVGs and 7 studies that examined the long-term effects after multiple sessions of AVGs. Trials conducted over more than 1 session varied in duration between 3 and 12 weeks. In these, AVG interventions were associated with either similar or slightly greater improvements in outcomes such as exercise capacity when compared with a traditional exercise control, and they also generally demonstrated improvements over baseline or nonintervention comparators. There were a few studies of unsupervised AVG interventions, but the reported adherence was high and maintained throughout the intervention period. Additionally, AVGs were generally reported to be well liked and considered feasible by participants. For outcome measures measured during a single exercise session, there was no significant difference between an AVG and traditional exercise for HR (mean difference 1.44 beats per minute, 95% CI -14.31 to 17.18), SO (mean difference 1.12 percentage points, 95% CI -1.91 to 4.16), and dyspnea (mean difference 0.43 Borg units, 95% CI -0.79 to 1.66), but AVGs were significantly more enjoyable than traditional exercise (Hedges g standardized mean difference 1.36, 95% CI 0.04-2.68).

CONCLUSIONS

This review provides evidence that AVG interventions, undertaken for several weeks, can provide similar or greater improvements in exercise capacity and other outcomes as traditional exercise. Within a single session of cardiovascular exercise, an AVG can evoke similar physiological responses as traditional exercise modalities but is more enjoyable to subjects with chronic respiratory diseases. However, there is very limited evidence for adherence and effectiveness in long-term unsupervised trials, which should be the focus of future research.

摘要

背景

运动和体育活动是慢性呼吸道疾病治疗的关键组成部分。然而,这些疾病患者的体育活动水平和对运动计划的依从性较低。主动式电子游戏(AVG)可能为传统运动形式提供更具吸引力的替代方式。

目的

本综述探讨基于游戏的干预措施对慢性呼吸道疾病患者生理结局指标、依从性和愉悦感的有效性。

方法

对文献进行系统检索,纳入涉及对诊断为呼吸道疾病的参与者进行AVG干预的全文和摘要。对纳入研究进行叙述性综合分析。此外,针对4项结局指标对AVG与传统运动进行荟萃分析:运动期间的平均心率(HR)、运动期间的外周血氧饱和度(SO)、运动诱发的呼吸困难以及运动的愉悦感。

结果

本综述共纳入了与12项研究对应的13篇全文论文。干预措施主要使用为任天堂Wii发布的游戏(8项研究)和微软Xbox Kinect(3项研究)。有5项研究考察了单次AVG的急性效应,7项研究考察了多次AVG后的长期效应。超过1次的试验持续时间在3至12周之间。在这些研究中,与传统运动对照组相比,AVG干预在运动能力等结局方面的改善相似或略大,并且与基线或非干预对照组相比总体上也有改善。有一些关于无监督AVG干预的研究,但报告的依从性较高且在整个干预期内保持稳定。此外,参与者普遍报告喜欢AVG并认为其可行。对于单次运动期间测量的结局指标,AVG与传统运动在HR(平均差异1.44次/分钟,95%CI -14.31至17.18)、SO(平均差异1.12个百分点,95%CI -1.91至4.16)和呼吸困难(平均差异0.43 Borg单位,95%CI -0.79至1.66)方面无显著差异,但AVG比传统运动明显更具愉悦感(Hedges g标准化平均差异1.36,95%CI 0.04 - 2.68)。

结论

本综述提供的证据表明,为期数周的AVG干预在运动能力和其他结局方面可提供与传统运动相似或更大的改善。在单次心血管运动中,AVG可引发与传统运动方式相似的生理反应,但慢性呼吸道疾病患者更喜欢AVG。然而,长期无监督试验中关于依从性和有效性的证据非常有限,这应是未来研究的重点。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/4ec0/6409512/3f3d2eaa41b9/games_v7i1e10116_fig1.jpg

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