Center for Human Movement Sciences, University Medical Center Groningen, Groningen, The Netherlands,
Somogy County Móricz Kaposi Teaching Hospital, Kaposvár, Hungary.
Gerontology. 2021;67(4):403-414. doi: 10.1159/000513505. Epub 2021 Mar 3.
Office workers near retirement tend to be sedentary and can be prone to mobility limitations and diseases. We examined the dose effects of exergaming volume and duration of detraining on motor and cognitive function in office workers at late midlife to reduce sedentariness and mobility limitations.
In an assessor-blinded randomized trial, 160 workers aged 55-65 years performed physically active video games in a nonimmersive form of virtual reality (exergaming) in small, supervised groups for 1 h, 1×, 2×, or 3×/week for 8 weeks followed by detraining for 8 and 16 weeks. Exergaming comprises high-intensity, full-body sensorimotor coordination, balance, endurance, and strengthening exercises. The primary outcome was the 6-minute walk test (6MWT), and secondary outcomes were body mass, self-reported physical activity, sleep quality, Berg Balance Scale, Short Physical Performance Battery, fast gait speed, dynamic balance, heart rate recovery after step test, and 6 cognitive tests.
The 3 groups were not different in any of the outcomes at baseline (all p > 0.05). The outcomes were stable and had acceptable reliability (intraclass correlation coefficients ≥0.334) over an 8-week control period. Training produced an inverted U-shaped dose response of no (1×), most (2×), and medium (3×/week) effects of exergaming volume in most motor and selected cognitive outcomes. The distance walked in the 6MWT (primary outcome) increased most (94 m, 19%, p < 0.05), medium (57 m, 12%, p < 0.05), and least (4 m, 1%) after exergaming 2×, 3×, or 0× (control) (all different p < 0.05). The highest responders tended to retain the exercise effects over 8 weeks of detraining, independent of training volume. This maintenance effect was less consistent after 16 weeks of detraining.
Less was more during training and lasted longer after detraining. A medium dose volume of exergaming produced the largest clinically meaningful improvements in mobility and selected cognitive tests in 60-year-old office workers with mild mobility limitations and intact cognition.
临近退休的上班族往往久坐不动,容易出现行动受限和疾病。本研究旨在通过测试锻炼量和脱训时间对中老年上班族运动和认知功能的影响,减少久坐行为并降低行动受限风险。
采用盲法评估的随机临床试验,将 160 名 55-65 岁的上班族分为 4 组,每组 40 人,分别进行 8 周的每周 1 次、2 次或 3 次,每次 1 小时的非沉浸式虚拟现实(视频游戏)体能活动,运动方式为高强度、全身感觉运动协调、平衡、耐力和力量训练。主要结局指标为 6 分钟步行测试(6MWT),次要结局指标为体重、自我报告的身体活动、睡眠质量、伯格平衡量表、简易体能测试、快速步态速度、动态平衡、踏步后心率恢复试验和 6 项认知测试。
各组在基线时的各项指标均无差异(均 P > 0.05)。在 8 周的对照组期间,各项指标稳定,具有可接受的可靠性(组内相关系数≥0.334)。训练产生了运动量的倒 U 型剂量反应,大多数(2 次)和中等(3 次/周)的运动量对大多数运动和部分认知结果具有最佳效果。6MWT(主要结局指标)的步行距离增加最多(94 m,19%,P < 0.05)、中等(57 m,12%,P < 0.05)和最少(4 m,1%)分别是经过 2 次、3 次或 0 次(对照组)锻炼后的结果(均 P < 0.05)。高反应者在 8 周的脱训期间更倾向于保持运动效果,且这种效果与训练量无关。在 16 周的脱训后,这种维持效果不太稳定。
训练时运动量越少,效果持续时间越长。对于有轻度行动受限但认知功能正常的 60 岁上班族,中等运动量的视频游戏锻炼可最大程度地改善移动能力和部分认知测试结果。