• 文献检索
  • 文档翻译
  • 深度研究
  • 学术资讯
  • Suppr Zotero 插件Zotero 插件
  • 邀请有礼
  • 套餐&价格
  • 历史记录
应用&插件
Suppr Zotero 插件Zotero 插件浏览器插件Mac 客户端Windows 客户端微信小程序
定价
高级版会员购买积分包购买API积分包
服务
文献检索文档翻译深度研究API 文档MCP 服务
关于我们
关于 Suppr公司介绍联系我们用户协议隐私条款
关注我们

Suppr 超能文献

核心技术专利:CN118964589B侵权必究
粤ICP备2023148730 号-1Suppr @ 2026

文献检索

告别复杂PubMed语法,用中文像聊天一样搜索,搜遍4000万医学文献。AI智能推荐,让科研检索更轻松。

立即免费搜索

文件翻译

保留排版,准确专业,支持PDF/Word/PPT等文件格式,支持 12+语言互译。

免费翻译文档

深度研究

AI帮你快速写综述,25分钟生成高质量综述,智能提取关键信息,辅助科研写作。

立即免费体验

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.

DOI:10.2196/10116
PMID:30801256
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC6409512/
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.

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/4ec0/6409512/5611b0392228/games_v7i1e10116_fig2.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/4ec0/6409512/3f3d2eaa41b9/games_v7i1e10116_fig1.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/4ec0/6409512/5611b0392228/games_v7i1e10116_fig2.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/4ec0/6409512/3f3d2eaa41b9/games_v7i1e10116_fig1.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/4ec0/6409512/5611b0392228/games_v7i1e10116_fig2.jpg
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。

相似文献

1
Active Video Games for Rehabilitation in Respiratory Conditions: Systematic Review and Meta-Analysis.用于呼吸系统疾病康复的体感游戏:系统评价与荟萃分析
JMIR Serious Games. 2019 Feb 25;7(1):e10116. doi: 10.2196/10116.
2
Active Video Game Interventions Targeting Physical Activity Behaviors: Systematic Review and Meta-analysis.针对身体活动行为的积极视频游戏干预措施:系统评价和荟萃分析。
J Med Internet Res. 2023 May 16;25:e45243. doi: 10.2196/45243.
3
The Potential Application of Commercially Available Active Video Games to Cardiac Rehabilitation: Scoping Review.市售主动式视频游戏在心脏康复中的潜在应用:范围综述
JMIR Serious Games. 2022 Mar 18;10(1):e31974. doi: 10.2196/31974.
4
5
Does a Nintendo Wii exercise program provide similar exercise demands as a traditional pulmonary rehabilitation program in adults with COPD?对于慢性阻塞性肺疾病(COPD)成人患者,任天堂Wii运动项目所带来的运动要求是否与传统肺康复项目相似?
Clin Respir J. 2016 May;10(3):303-10. doi: 10.1111/crj.12216. Epub 2014 Dec 1.
6
Active Video Games for Improving Physical Performance Measures in Older People: A Meta-analysis.用于改善老年人身体机能指标的主动式电子游戏:一项荟萃分析。
J Geriatr Phys Ther. 2018 Apr/Jun;41(2):108-123. doi: 10.1519/JPT.0000000000000078.
7
Erratum.勘误
Mult Scler. 2016 Oct;22(12):NP9-NP11. doi: 10.1177/1352458515585718. Epub 2015 Jun 3.
8
A Systematic Review and Meta-analysis of the Effect of Active Video Games on Postural Balance.主动视频游戏对姿势平衡影响的系统评价和荟萃分析。
Arch Phys Med Rehabil. 2023 Apr;104(4):631-644. doi: 10.1016/j.apmr.2023.01.002. Epub 2023 Jan 18.
9
Energy Expenditure and Enjoyment During Active Video Gaming Using an Adapted Wii Fit Balance Board in Adults with Physical Disabilities: Observational Study.使用适配的Wii Fit平衡板在身体残疾成年人中进行主动视频游戏时的能量消耗与愉悦感:观察性研究
JMIR Serious Games. 2019 Feb 1;7(1):e11326. doi: 10.2196/11326.
10
Heart Rate and Liking During "Kinect Boxing" Versus "Wii Boxing": The Potential for Enjoyable Vigorous Physical Activity Videogames.“体感拳击”与“Wii拳击”过程中的心率与喜好度:享受高强度体育活动类电子游戏的可能性
Games Health J. 2015 Aug;4(4):265-70. doi: 10.1089/g4h.2014.0068. Epub 2015 Apr 6.

引用本文的文献

1
Telerehabilitation in Children and Adolescents with Cystic Fibrosis: A Scoping Review.患有囊性纤维化的儿童和青少年的远程康复:一项范围综述。
Healthcare (Basel). 2024 May 8;12(10):971. doi: 10.3390/healthcare12100971.
2
Reflecting on gamified learning in medical education: a systematic literature review grounded in the Structure of Observed Learning Outcomes (SOLO) taxonomy 2012-2022.反思医学教育中的游戏化学习:基于 2012-2022 年观察性学习成果结构(SOLO)分类法的系统文献综述。
BMC Med Educ. 2024 Jan 3;24(1):20. doi: 10.1186/s12909-023-04955-1.
3
Effects of Serious Games for Patients With Chronic Obstructive Pulmonary Disease: Systematic Literature Review.

本文引用的文献

1
Effectiveness of a Home-Based Active Video Game Programme in Young Cystic Fibrosis Patients.基于家庭的主动视频游戏方案对年轻囊性纤维化患者的疗效。
Respiration. 2018;95(2):87-97. doi: 10.1159/000481264. Epub 2017 Oct 19.
2
High-Intensity Interval Training Elicits Higher Enjoyment than Moderate Intensity Continuous Exercise.高强度间歇训练比中等强度持续运动更能带来愉悦感。
PLoS One. 2017 Jan 11;12(1):e0166299. doi: 10.1371/journal.pone.0166299. eCollection 2017.
3
The effects of active video games on patients' rehabilitative outcomes: A meta-analysis.
严肃游戏对慢性阻塞性肺疾病患者的影响:系统文献综述
JMIR Serious Games. 2023 Sep 25;11:e46358. doi: 10.2196/46358.
4
Active Video Game Interventions Targeting Physical Activity Behaviors: Systematic Review and Meta-analysis.针对身体活动行为的积极视频游戏干预措施:系统评价和荟萃分析。
J Med Internet Res. 2023 May 16;25:e45243. doi: 10.2196/45243.
5
Inpatient post-COVID-19 rehabilitation program featuring virtual reality-Preliminary results of randomized controlled trial.新冠肺炎后住院康复计划采用虚拟现实技术-随机对照试验的初步结果。
Front Public Health. 2023 Feb 6;11:1121554. doi: 10.3389/fpubh.2023.1121554. eCollection 2023.
6
Mapping the global research landscape and hotspot of exercise therapy and chronic obstructive pulmonary disease: A bibliometric study based on the web of science database from 2011 to 2020.绘制运动疗法与慢性阻塞性肺疾病的全球研究格局与热点:一项基于2011年至2020年科学网数据库的文献计量学研究
Front Physiol. 2022 Aug 11;13:947637. doi: 10.3389/fphys.2022.947637. eCollection 2022.
7
Effectiveness of Video Games as Physical Treatment in Patients with Cystic Fibrosis: Systematic Review.视频游戏作为囊性纤维化患者物理治疗的有效性:系统评价。
Sensors (Basel). 2022 Feb 28;22(5):1902. doi: 10.3390/s22051902.
8
Promoting Exercise Training Remotely.远程促进运动训练
Life (Basel). 2022 Feb 9;12(2):262. doi: 10.3390/life12020262.
9
The Effect of Video Game-Based Interventions on Performance and Cognitive Function in Older Adults: Bayesian Network Meta-analysis.基于电子游戏的干预对老年人表现和认知功能的影响:贝叶斯网络荟萃分析
JMIR Serious Games. 2021 Dec 30;9(4):e27058. doi: 10.2196/27058.
10
Telemedicine in cystic fibrosis.囊性纤维化中的远程医疗
J Clin Transl Endocrinol. 2021 Oct 26;26:100270. doi: 10.1016/j.jcte.2021.100270. eCollection 2021 Dec.
电子游戏对患者康复效果的影响:一项荟萃分析。
Prev Med. 2017 Feb;95:38-46. doi: 10.1016/j.ypmed.2016.12.003. Epub 2016 Dec 6.
4
Physiological responses during exercise with video games in patients with cystic fibrosis: A systematic review.囊性纤维化患者在玩电子游戏时的生理反应:一项系统综述。
Respir Med. 2016 Oct;119:63-69. doi: 10.1016/j.rmed.2016.08.011. Epub 2016 Aug 21.
5
The use of commercial video games in rehabilitation: a systematic review.商业视频游戏在康复治疗中的应用:一项系统综述。
Int J Rehabil Res. 2016 Dec;39(4):277-290. doi: 10.1097/MRR.0000000000000190.
6
Objectively Measured Steps/Day in Patients With Chronic Obstructive Pulmonary Disease: A Systematic Review and Meta-Analysis.慢性阻塞性肺疾病患者每日客观测量的步数:一项系统评价与荟萃分析
J Phys Act Health. 2016 Nov;13(11):1275-1283. doi: 10.1123/jpah.2016-0087. Epub 2016 Aug 24.
7
Physiotherapy for cystic fibrosis in Australia and New Zealand: A clinical practice guideline.澳大利亚和新西兰囊性纤维化的物理治疗:临床实践指南。
Respirology. 2016 May;21(4):656-67. doi: 10.1111/resp.12764. Epub 2016 Apr 18.
8
Physical activity participation by adults with cystic fibrosis: An observational study.成年囊性纤维化患者的体育活动参与情况:一项观察性研究。
Respirology. 2016 Apr;21(3):511-8. doi: 10.1111/resp.12719. Epub 2015 Dec 30.
9
Active Video Game Exercise Training Improves the Clinical Control of Asthma in Children: Randomized Controlled Trial.主动式电子游戏运动训练改善儿童哮喘的临床控制:随机对照试验。
PLoS One. 2015 Aug 24;10(8):e0135433. doi: 10.1371/journal.pone.0135433. eCollection 2015.
10
Health Games Come of Age: An Expert Panel Discussion.健康游戏走向成熟:一场专家小组讨论
Games Health J. 2012 Feb;1(1):11-7. doi: 10.1089/g4h.2012.1014.