Navarrabiomed, Hospital Complex of Navarra (CHN)-Public University of Navarra (UPNA), Navarra Health Research Institute (IdisNa), Pamplona, C/Irunlarrea 3, 31008 Pamplona, Navarra, Spain.
Geriatric Department, Hospital Complex of Navarra (CHN), C/Irunlarrea 3, 31008 Pamplona, Navarra, Spain.
Int J Environ Res Public Health. 2020 Nov 1;17(21):8058. doi: 10.3390/ijerph17218058.
The aim of this article is to present the research protocol for a study that will evaluate the feasibility of implementation of Health Arcade prototype multidomain intervention based on physical and cognitive training using gamification technologies at improving care for older people hospitalized with an acute illness. A total of 40 older people will be recruited in a tertiary public hospital at Pamplona, Spain. The intervention duration will be four to nine consecutive days. Additionally, the patients will receive encouragement for maintaining active during hospital stay and for reducing sedentary time. Primary implementation-related outcomes will be the adherence to treatment (i.e., number of games and days completed during the intervention period), reaction or response time, and number of success and failures in each game per day. Secondary implementation-related outcomes will be self-perceived grade of difficulty, satisfaction, enjoyment per game and session, and self-perceived difficulties in handling the prototype hardware. Other health-related outcomes will also be assessed such as functional capacity in activities of daily living, mood status, quality of life, handgrip strength, physical activity levels, and mobility. The current study will provide additional evidence to support the implementation of multidomain interventions designed to target older persons with an acute illness based on friendly technology. The proposed intervention will increase accessibility of in-clinical geriatrics services, improve function, promote recovery of the health, and reduce economic costs.
本文旨在介绍一项研究的研究方案,该研究将评估基于物理和认知训练的 Health Arcade 原型多领域干预措施的实施可行性,该措施使用游戏化技术改善因急性病住院的老年人的护理。将在西班牙潘普洛纳的一家三级公立医院招募 40 名老年人。干预持续时间为 4 至 9 天。此外,患者将被鼓励在住院期间保持积极活动并减少久坐时间。主要与实施相关的结果将是治疗的依从性(即,干预期间完成的游戏次数和天数)、反应或响应时间,以及每天每个游戏的成功和失败次数。次要与实施相关的结果将是自我感知的难度等级、满意度、每次游戏和会话的享受程度,以及自我感知处理原型硬件的困难程度。还将评估其他健康相关结果,如日常生活活动的功能能力、情绪状态、生活质量、握力、身体活动水平和移动性。目前的研究将提供更多证据,支持针对急性病老年人的多领域干预措施的实施,这些干预措施基于友好的技术。拟议的干预措施将增加临床老年病学服务的可及性,改善功能,促进健康恢复,并降低经济成本。