Ditchburn Jae-Llane, van Schaik Paul, Dixon John, MacSween Alasdair, Martin Denis
Institute of Science, Natural Resources and Outdoor Studies, University of Cumbria, Fusehill Street, Carlisle, Cumbria, CA1 2HH UK.
School of Social Sciences, Humanities and Law, Teesside University, Middlesbrough, TS1 3BA UK.
BMC Sports Sci Med Rehabil. 2020 Oct 9;12:63. doi: 10.1186/s13102-020-00211-x. eCollection 2020.
Older people with chronic musculoskeletal pain are at risk of falls. This study aimed to investigate the effects of exergaming on pain and postural control in older people with chronic musculoskeletal pain. Secondary outcomes were technology acceptance, flow experience, perceived physical exertion, expended mental effort and heart rate.
Fifty four older adults (age: 71 ± 5 years) with chronic musculoskeletal pain were randomised into 2 groups. Group 1 received exergaming training using the Interactive Rehabilitation and Exercise System (IREX®). Group 2 undertook traditional gym-based exercise (TGB). Both groups completed twice weekly 40-min exercise sessions for 6 weeks. Perceived pain was measured using a numeric pain rating scale and the Multidimensional Affect and Pain Survey questionnaire. Postural control was measured as sway using a Kistler™ force platform. Technology acceptance was measured with the Unified Theory of Acceptance and Use of Technology questionnaire and flow experience with the Flow State Scale. Physiological measures of perceived physical exertion, expended mental effort and heart rate were recorded during all sessions.
The exergaming group demonstrated significant reductions in pain intensity and thermal pain including a near significant approach in physical engagement in comparison to TGB group. Although no intervention effects on postural control were found, the exergaming group showed significant improvements in three sway measures (AP SD, ML SD and AP range) over time whereas significant improvements in ML range were found in the TGB group. Relating to technology acceptance, significant intervention effects on social influence and behavioural intention were found in the TGB group instead, although both groups demonstrated increases of acceptance over time. Regarding flow experience, concentration at task was significantly influenced in the TGB group and significant increases in flow variables over time were observed in both groups. Significant increases over time in perceived physical exertion and expended mental effort were found in both groups.
Our findings support the potential of exergaming to alleviate pain and improve balance in older people with chronic musculoskeletal pain. Both forms of exercise are acceptable, intrinsically motivating and show evidence of benefit to older people with chronic musculoskeletal pain.
ClinicalTrials.gov Identifier: NCT04029285 (retrospectively registered, July 23, 2019).
患有慢性肌肉骨骼疼痛的老年人有跌倒风险。本研究旨在调查运动游戏对患有慢性肌肉骨骼疼痛的老年人疼痛和姿势控制的影响。次要结果包括技术接受度、心流体验、感知到的体力消耗、脑力消耗和心率。
54名患有慢性肌肉骨骼疼痛的老年人(年龄:71±5岁)被随机分为两组。第1组使用交互式康复与运动系统(IREX®)接受运动游戏训练。第2组进行传统的健身房锻炼(TGB)。两组均每周进行两次,每次40分钟的锻炼,共持续6周。使用数字疼痛评分量表和多维情感与疼痛调查问卷测量感知疼痛。使用奇石乐(Kistler™)力平台测量姿势控制,以摇摆情况表示。使用技术接受与使用统一理论问卷测量技术接受度,使用心流状态量表测量心流体验。在所有疗程中记录感知体力消耗、脑力消耗和心率的生理指标。
与TGB组相比,运动游戏组的疼痛强度和热痛显著降低,包括在身体参与方面接近显著水平。虽然未发现对姿势控制有干预效果,但运动游戏组随着时间推移在三项摇摆测量指标(前后标准差、左右标准差和前后范围)上有显著改善,而TGB组在左右范围上有显著改善。关于技术接受度,相反,在TGB组中发现对社会影响和行为意向有显著干预效果,不过两组随着时间推移接受度均有所提高。关于心流体验,TGB组的任务专注度受到显著影响,两组随着时间推移在心流变量上均有显著增加。两组随着时间推移在感知体力消耗和脑力消耗方面均有显著增加。
我们的研究结果支持运动游戏在缓解患有慢性肌肉骨骼疼痛的老年人疼痛和改善平衡方面的潜力。两种锻炼形式都是可接受的、内在激励性的,并且有证据表明对患有慢性肌肉骨骼疼痛的老年人有益。
ClinicalTrials.gov标识符:NCT04029285(回顾性注册,2019年7月23日)。