Ministry of Family and Social Policy, Bahcelievler Elderly Care and Rehabilitation Center, Turkey.
Biruni University, Faculty of Health Sciences, Division of Physical Therapy and Rehabilitation, Turkey.
J Bodyw Mov Ther. 2020 Jul;24(3):252-259. doi: 10.1016/j.jbmt.2020.01.005. Epub 2020 Feb 6.
Recently, technology-based approaches have become more frequently used in the field of rehabilitation. The aim of this study was to evaluate the effectiveness of interactive video games on mobility, general mood, and quality of life and compare them with physical activity approaches in older adults.
Ninety-one residents of a nursing home were assessed and 58 volunteers who met the criteria were included in the study. Participants in Group I (n = 16) participated in a 30-min exercise program using the "Nintendo Wii Fit Plus" twice a week for 8 weeks. Group II (n = 14) participated in a physical activity program consisting of a bicycle ergometer and treadmill for the same duration. Participants were assessed pre- and post-intervention for functional mobility, general depression, and quality of life. The "Wilcoxon Signed-Rank" test was used to compare the pre- and post-treatment outcomes. The Kruskal-Wallis analysis of variance (post hoc Tukey's HSD test) was used to evaluate differences between the groups.
and Discussion: Post-intervention, the scores in the Berg Balance Scale increased significantly for GI and GII compared to the control group (p = 0.001, p = 0.002) Timed Up and Go Test improved for GI (p = 0.001) and 10-Meter Walk Test improved for GI (p = 0.003). Although there was a significant change in Hamilton depression score for GI and GII (p < 0.005), between-group differences were not significant.
Both programs demonstrated significant improvement in in all parameters. However, video-based program was more effective than physical activity, especially in mobility and balance parameters.
最近,基于技术的方法在康复领域得到了越来越多的应用。本研究旨在评估互动视频游戏对老年人活动能力、一般情绪和生活质量的影响,并将其与体育活动方法进行比较。
对养老院的 91 名居民进行评估,符合标准的 58 名志愿者被纳入研究。组 I(n=16)的参与者每周两次使用“Nintendo Wii Fit Plus”进行 30 分钟的锻炼计划,共 8 周。组 II(n=14)参加了为期相同的身体活动计划,包括自行车测功计和跑步机。参与者在干预前和干预后进行功能移动性、一般抑郁和生活质量评估。使用“Wilcoxon Signed-Rank”检验比较治疗前后的结果。使用 Kruskal-Wallis 方差分析(事后 Tukey 的 HSD 检验)评估组间差异。
和讨论:干预后,与对照组相比,GI 和 GII 的 Berg 平衡量表评分显著增加(p=0.001,p=0.002),计时起立行走测试(Timed Up and Go Test)GI 组改善(p=0.001),10 米步行测试(10-Meter Walk Test)GI 组改善(p=0.003)。尽管 GI 和 GII 的汉密尔顿抑郁评分有显著变化(p<0.005),但组间差异无统计学意义。
两种方案在所有参数上均有显著改善。然而,基于视频的方案比体育活动更有效,特别是在移动性和平衡参数方面。