• 文献检索
  • 文档翻译
  • 深度研究
  • 学术资讯
  • Suppr Zotero 插件Zotero 插件
  • 邀请有礼
  • 套餐&价格
  • 历史记录
应用&插件
Suppr Zotero 插件Zotero 插件浏览器插件Mac 客户端Windows 客户端微信小程序
定价
高级版会员购买积分包购买API积分包
服务
文献检索文档翻译深度研究API 文档MCP 服务
关于我们
关于 Suppr公司介绍联系我们用户协议隐私条款
关注我们

Suppr 超能文献

核心技术专利:CN118964589B侵权必究
粤ICP备2023148730 号-1Suppr @ 2026

文献检索

告别复杂PubMed语法,用中文像聊天一样搜索,搜遍4000万医学文献。AI智能推荐,让科研检索更轻松。

立即免费搜索

文件翻译

保留排版,准确专业,支持PDF/Word/PPT等文件格式,支持 12+语言互译。

免费翻译文档

深度研究

AI帮你快速写综述,25分钟生成高质量综述,智能提取关键信息,辅助科研写作。

立即免费体验

使用运动游戏对老年人进行平衡训练:游戏速度和认知元素影响老年人的游戏方式。

Balance Training in Older Adults Using Exergames: Game Speed and Cognitive Elements Affect How Seniors Play.

作者信息

Anders Phillipp, Bengtson Espen Ingvald, Grønvik Karoline Blix, Skjæret-Maroni Nina, Vereijken Beatrix

机构信息

Department of Neuromedicine and Movement Science, Norwegian University of Science and Technology (NTNU), Trondheim, Norway.

Sunnaas Rehabilitation Hospital, Bjørnemyr, Norway.

出版信息

Front Sports Act Living. 2020 May 12;2:54. doi: 10.3389/fspor.2020.00054. eCollection 2020.

DOI:10.3389/fspor.2020.00054
PMID:33345045
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC7739609/
Abstract

Falls in older adults are a serious threat to their health and independence, and a prominent reason for institutionalization. Incorrect weight shifts and poor executive functioning have been identified as important causes for falling. Exergames are increasingly used to train both balance and executive functions in older adults, but it is unknown how game characteristics affect the movements of older adults during exergaming. The aim of this study was to investigate how two key game elements, game speed, and the presence of obstacles, influence movement characteristics in older adults playing a balance training exergame. Fifteen older adults (74 ± 4.4 years) played a step-based balance training exergame, designed specifically for seniors to elicit weight shifts and arm stretches. The task consisted of moving sideways to catch falling grapes and avoid obstacles (falling branches), and of raising the arms to catch stationary chickens that appeared above the avatar. No steps in anterior-posterior direction were required in the game. Participants played the game for eight 2 min trials in total, at two speed settings and with or without obstacles, in a counterbalanced order across participants. A 3D motion capture system was used to capture position data of 22 markers fixed to upper and lower body. Calculated variables included step size, step frequency, single leg support, arm lift frequency, and horizontal trunk displacement. Increased game speed resulted in a decrease in mean single support time, step size, and arm lift frequency, and an increase in cadence, game score, and number of error messages. The presence of obstacles resulted in a decrease in single support ratio, step size, cadence, frequency of arm lifts, and game score. In addition, step size increased from the first to the second trial repetition. These results show that both game speed and the presence of obstacles influence players' movement characteristics, but only some of these effects are considered beneficial for balance training whereas others are detrimental. These findings underscore that an informed approach is necessary when designing exergames so that game settings contribute to rather than hinder eliciting the required movements for effective balance training.

摘要

老年人跌倒对其健康和独立性构成严重威胁,也是其被送入养老院的一个重要原因。不正确的体重转移和较差的执行功能已被确定为跌倒的重要原因。运动游戏越来越多地用于训练老年人的平衡能力和执行功能,但尚不清楚游戏特性如何影响老年人在运动游戏过程中的动作。本研究的目的是调查两个关键游戏元素,即游戏速度和障碍物的存在,如何影响玩平衡训练运动游戏的老年人的动作特征。15名老年人(74±4.4岁)玩了一款基于步骤的平衡训练运动游戏,该游戏是专门为老年人设计的,以引发体重转移和手臂伸展。任务包括侧身移动以接住掉落的葡萄并避开障碍物(掉落的树枝),以及举起手臂接住出现在虚拟角色上方的静止的鸡。游戏中不需要前后方向的步骤。参与者总共进行了8次2分钟的试验,在两种速度设置下,有或没有障碍物,参与者之间采用平衡顺序。使用3D运动捕捉系统捕捉固定在上半身和下半身的22个标记的位置数据。计算的变量包括步长、步频、单腿支撑、手臂举起频率和躯干水平位移。游戏速度的增加导致平均单支撑时间、步长和手臂举起频率降低,以及节奏、游戏得分和错误消息数量增加。障碍物的存在导致单支撑比率、步长、节奏、手臂举起频率和游戏得分降低。此外,步长从第一次试验重复到第二次试验重复时增加。这些结果表明,游戏速度和障碍物的存在都会影响玩家的动作特征,但其中只有一些影响被认为对平衡训练有益,而其他影响则是有害的。这些发现强调,在设计运动游戏时,需要一种明智的方法,以便游戏设置有助于而不是阻碍引发有效平衡训练所需的动作。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/6cce/7739609/558c9b0a9d1d/fspor-02-00054-g0005.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/6cce/7739609/d14c1c046bd6/fspor-02-00054-g0001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/6cce/7739609/297c2f31a12d/fspor-02-00054-g0002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/6cce/7739609/cb1cddba00fd/fspor-02-00054-g0003.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/6cce/7739609/3e1714b68322/fspor-02-00054-g0004.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/6cce/7739609/558c9b0a9d1d/fspor-02-00054-g0005.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/6cce/7739609/d14c1c046bd6/fspor-02-00054-g0001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/6cce/7739609/297c2f31a12d/fspor-02-00054-g0002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/6cce/7739609/cb1cddba00fd/fspor-02-00054-g0003.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/6cce/7739609/3e1714b68322/fspor-02-00054-g0004.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/6cce/7739609/558c9b0a9d1d/fspor-02-00054-g0005.jpg

相似文献

1
Balance Training in Older Adults Using Exergames: Game Speed and Cognitive Elements Affect How Seniors Play.使用运动游戏对老年人进行平衡训练:游戏速度和认知元素影响老年人的游戏方式。
Front Sports Act Living. 2020 May 12;2:54. doi: 10.3389/fspor.2020.00054. eCollection 2020.
2
Designing for movement quality in exergames: lessons learned from observing senior citizens playing stepping games.为健身游戏中的动作质量进行设计:从观察老年人玩踏步游戏中获得的经验教训。
Gerontology. 2015;61(2):186-94. doi: 10.1159/000365755. Epub 2014 Nov 13.
3
Erratum.勘误
Mult Scler. 2016 Oct;22(12):NP9-NP11. doi: 10.1177/1352458515585718. Epub 2015 Jun 3.
4
Exergaming in Older Adults: Movement Characteristics While Playing Stepping Games.老年人的运动游戏:玩踏步游戏时的运动特征
Front Psychol. 2016 Jun 24;7:964. doi: 10.3389/fpsyg.2016.00964. eCollection 2016.
5
Exergaming in older adults: the effects of game characteristics on brain activity and physical activity.老年人的运动游戏:游戏特性对大脑活动和身体活动的影响。
Front Aging Neurosci. 2023 May 5;15:1143859. doi: 10.3389/fnagi.2023.1143859. eCollection 2023.
6
Exergaming interventions for older adults: The effect of game characteristics on gameplay.老年人的运动游戏干预:游戏特征对游戏玩法的影响。
Exp Gerontol. 2024 Nov;197:112610. doi: 10.1016/j.exger.2024.112610. Epub 2024 Oct 20.
7
Exergames for unsupervised balance training at home: A pilot study in healthy older adults.用于家庭无监督平衡训练的运动游戏:一项针对健康老年人的试点研究。
Gait Posture. 2016 Feb;44:161-7. doi: 10.1016/j.gaitpost.2015.11.019. Epub 2015 Dec 13.
8
Exergaming Executive Functions: An Immersive Virtual Reality-Based Cognitive Training for Adults Aged 50 and Older.健身游戏执行功能:一种针对 50 岁及以上成年人的沉浸式虚拟现实认知训练。
Cyberpsychol Behav Soc Netw. 2020 Mar;23(3):143-149. doi: 10.1089/cyber.2019.0269. Epub 2019 Dec 2.
9
A usability study of a multicomponent video game-based training for older adults.一项针对老年人的基于多组件视频游戏的训练的可用性研究。
Eur Rev Aging Phys Act. 2020 Jan 11;17:3. doi: 10.1186/s11556-019-0233-2. eCollection 2020.
10
Movements of older adults during exergaming interventions that are associated with the Systems Framework for Postural Control: A systematic review.老年人在与姿势控制系统框架相关的运动游戏干预中的运动:系统评价。
Maturitas. 2018 May;111:90-99. doi: 10.1016/j.maturitas.2018.03.005. Epub 2018 Mar 15.

引用本文的文献

1
What are the hidden shortcomings of balance training research in older adults that prevent its transfer into practice? Scoping review.针对老年人的平衡训练研究中阻碍其转化为实际应用的潜在缺点有哪些?范围综述。
PLoS One. 2025 Jan 2;20(1):e0308752. doi: 10.1371/journal.pone.0308752. eCollection 2025.
2
Theoretical Rationale for Design of Tasks in a Virtual Reality-Based Exergame for Rehabilitation Purposes.基于虚拟现实的康复训练游戏中任务设计的理论依据。
Front Aging Neurosci. 2021 Nov 2;13:734223. doi: 10.3389/fnagi.2021.734223. eCollection 2021.
3
Can Exergames Be Improved to Better Enhance Behavioral Adaptability in Older Adults? An Ecological Dynamics Perspective.

本文引用的文献

1
Effects of Exergaming on Balance of Healthy Older Adults: A Systematic Review and Meta-analysis of Randomized Controlled Trials.Exergaming 对健康老年人平衡能力的影响:一项随机对照试验的系统评价和荟萃分析。
Games Health J. 2020 Feb;9(1):11-23. doi: 10.1089/g4h.2019.0016. Epub 2019 Dec 3.
2
Exergames Inherently Contain Cognitive Elements as Indicated by Cortical Processing.如皮层处理所示,运动游戏本身包含认知元素。
Front Behav Neurosci. 2018 May 18;12:102. doi: 10.3389/fnbeh.2018.00102. eCollection 2018.
3
Effects of Dual-Task Management and Resistance Training on Gait Performance in Older Individuals: A Randomized Controlled Trial.
能否改进健身游戏以更好地增强老年人的行为适应性?一种生态动力学视角。
Front Aging Neurosci. 2021 May 28;13:670166. doi: 10.3389/fnagi.2021.670166. eCollection 2021.
双重任务管理和阻力训练对老年人步态表现的影响:一项随机对照试验
Front Aging Neurosci. 2017 Dec 13;9:415. doi: 10.3389/fnagi.2017.00415. eCollection 2017.
4
Executive functioning, concern about falling and quadriceps strength mediate the relationship between impaired gait adaptability and fall risk in older people.执行功能、对跌倒的担忧和股四头肌力量介导了老年人步态适应性受损与跌倒风险之间的关系。
Gait Posture. 2018 Jan;59:188-192. doi: 10.1016/j.gaitpost.2017.10.017. Epub 2017 Oct 16.
5
Stationary cycling exergame use among inactive children in the family home: a randomized trial.家庭环境中不活跃儿童使用固定式自行车健身游戏:一项随机试验。
J Behav Med. 2017 Dec;40(6):978-988. doi: 10.1007/s10865-017-9866-7. Epub 2017 Jun 19.
6
Sensorimotor and Cognitive Predictors of Impaired Gait Adaptability in Older People.老年人步态适应性受损的感觉运动和认知预测因素。
J Gerontol A Biol Sci Med Sci. 2017 Sep 1;72(9):1257-1263. doi: 10.1093/gerona/glw171.
7
Exergaming in Older Adults: Movement Characteristics While Playing Stepping Games.老年人的运动游戏:玩踏步游戏时的运动特征
Front Psychol. 2016 Jun 24;7:964. doi: 10.3389/fpsyg.2016.00964. eCollection 2016.
8
Age-related changes in gait adaptability in response to unpredictable obstacles and stepping targets.与年龄相关的步态适应性变化,以应对不可预测的障碍物和步幅目标。
Gait Posture. 2016 May;46:35-41. doi: 10.1016/j.gaitpost.2016.02.003. Epub 2016 Feb 22.
9
Step training improves reaction time, gait and balance and reduces falls in older people: a systematic review and meta-analysis.踏步训练可改善老年人的反应时间、步态和平衡能力,并减少跌倒:系统评价和荟萃分析。
Br J Sports Med. 2017 Apr;51(7):586-593. doi: 10.1136/bjsports-2015-095452. Epub 2016 Jan 8.
10
Effects of Exergaming on Physical Activity in Overweight Individuals.运动游戏对超重个体身体活动的影响。
Sports Med. 2016 Jun;46(6):845-60. doi: 10.1007/s40279-015-0455-z.