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伴重大神经认知障碍者的健身游戏:定性研究。

Exergaming for people with major neurocognitive disorder: a qualitative study.

机构信息

Department of Rehabilitation Sciences, KU Leuven, Leuven, Belgium.

University Psychiatric Centre, KU Leuven, Leuven, Belgium.

出版信息

Disabil Rehabil. 2022 May;44(10):2044-2052. doi: 10.1080/09638288.2020.1822934. Epub 2020 Sep 23.

DOI:10.1080/09638288.2020.1822934
PMID:32962436
Abstract

PURPOSE

This study investigated the experiences of participation in a standing balance exergame program amongst people with major neurocognitive disorder (MNCD) within residential care settings.

MATERIALS AND METHODS

A qualitative descriptive study was conducted in participants with MNCD recruited from two residential settings. Participants exergamed for 15 min, three times per week for 8 weeks. Semi-structured interviews were conducted in all participants of the trial after 4 and 8 weeks. Audio files were transcribed and subsequently a thematic content analysis was performed using NVivo 12. Activity logs including adherence and attrition rates were kept.

RESULTS

Thirty-one participants with MNCD participated (median age = 85 (67-93) years; 77.4% women; Mini-Mental State Examination score = 19 (10-25)). Four broad themes emerged: (1) cognitive effects; (2) physical effects; (3) psychosocial effects and (4) motivators. The tailored exergame program was perceived as enjoyable. It stimulated participants' attention, concentration, reaction time, and memory. Participants reported improvements in balance, flexibility, and gait. Exergaming made participants energetic and calm. The attrition rate was 0% and the mean attendance rate was 79.3%.

CONCLUSIONS

The results indicate that standing balance exergaming is feasible, beneficial, and engaging in people with MNCD.Implications for rehabilitationExergames present a personalised intervention for engaging people with major neurocognitive disorder in physical activity.An exergame intervention is feasible and highly appreciated in this population.Exergames should be adapted to the individuals' needs and possibilities in order to enhance motivation and learning.

摘要

目的

本研究调查了在居住环境中参与站立平衡健身游戏计划的患有重大神经认知障碍(MNCD)的人群的体验。

材料与方法

在两个居住环境中招募了患有 MNCD 的参与者,进行了一项定性描述性研究。参与者每周进行 3 次、每次 15 分钟的健身游戏,共 8 周。在试验的所有参与者中,在第 4 周和第 8 周后进行了半结构化访谈。对所有参与者的音频文件进行转录,随后使用 NVivo 12 进行主题内容分析。保留了活动日志,包括依从性和流失率。

结果

共有 31 名患有 MNCD 的参与者参加(中位数年龄=85(67-93)岁;77.4%女性;简易精神状态检查评分=19(10-25))。出现了四个广泛的主题:(1)认知效果;(2)身体效果;(3)心理社会影响和(4)激励因素。定制的健身游戏程序被认为是令人愉快的。它激发了参与者的注意力、注意力、反应时间和记忆力。参与者报告平衡、灵活性和步态有所改善。健身游戏使参与者充满活力和平静。流失率为 0%,平均出勤率为 79.3%。

结论

结果表明,站立平衡健身游戏在患有 MNCD 的人群中是可行的、有益的和吸引人的。

对康复的影响

健身游戏为参与重大神经认知障碍人群的身体活动提供了一种个性化的干预措施。健身游戏干预在该人群中是可行的,并深受赞赏。为了增强动机和学习效果,应根据个人的需求和可能性来调整健身游戏。

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