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一款活跃视频游戏干预对癌症患儿身体活动、运动表现及疲劳的影响:一项随机对照试验。

The effect of an active video game intervention on physical activity, motor performance, and fatigue in children with cancer: a randomized controlled trial.

作者信息

Hamari Lotta, Järvelä Liisa S, Lähteenmäki Päivi M, Arola Mikko, Axelin Anna, Vahlberg Tero, Salanterä Sanna

机构信息

Department of Nursing Science, University of Turku, 20014, Turku, Finland.

Turku University Hospital, PL 52, 20521, Turku, Finland.

出版信息

BMC Res Notes. 2019 Nov 29;12(1):784. doi: 10.1186/s13104-019-4821-z.

Abstract

OBJECTIVE

To evaluate the effect of active video games in promoting physical activity and motor performance, and reducing fatigue in children with cancer. A randomized controlled trial was conducted. The intervention included playing Nintendo Wii™Fit (Nintendo Co., Ltd., Kyoto, Japan) for 30 min/day for 8 weeks. Physical activity was estimated with accelerometers, physical activity diaries and questionnaires. Movement-ABC2 and PedsQL™ were used to examine motor performance and fatigue. Intervention experiences and fidelity were examined with an interview.

RESULTS

Participants (n = 36 children with cancer, 3-16 years-old) were randomly assigned to the intervention and control groups. The median [min-max] accelerometer counts/h (500 [131-1130] vs 385 [116-1012], p = 0.63) and physical activity min/day (34 [0-150] vs 23 [0-260], p = 0.95) did not differ between the groups. Change between the pre-test and post-test regarding motor performance and fatigue was similar in both groups (motor performance p = 0.77; fatigue p = 1.00). Participants experienced playing active video games meaningful, but the intervention was not followed completely as instructed. Overall, the physical activity levels were low and one fourth of the children had or were at risk of having movement difficulties.

TRIAL REGISTRATION

ClinicalTrials.gov identifier: NCT01748058 (October 15, 2012).

摘要

目的

评估主动式电子游戏对促进癌症患儿身体活动及运动表现、减轻疲劳的效果。进行了一项随机对照试验。干预措施包括每天玩30分钟任天堂Wii™ Fit(日本京都任天堂株式会社),为期8周。通过加速度计、身体活动日记和问卷来评估身体活动情况。使用Movement-ABC2和儿童生活质量量表(PedsQL™)来检测运动表现和疲劳程度。通过访谈来了解干预体验和依从性。

结果

参与者(n = 36名3至16岁的癌症患儿)被随机分配到干预组和对照组。两组间加速度计计数/小时的中位数[最小值 - 最大值](500 [131 - 1130] 对 385 [116 - 1012],p = 0.63)以及每天身体活动分钟数(34 [0 - 150] 对 23 [0 - 260],p = 0.95)并无差异。两组在运动表现和疲劳的测试前与测试后变化相似(运动表现p = 0.77;疲劳p = 1.00)。参与者认为玩主动式电子游戏有意义,但干预未完全按指示进行。总体而言,身体活动水平较低,四分之一的儿童存在或有运动困难风险。

试验注册

ClinicalTrials.gov标识符:NCT01748058(2012年10月15日)。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/395c/6884892/a968f83c5eb5/13104_2019_4821_Fig1_HTML.jpg

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