Physical Therapy Department, Tehran University of Medical Sciences, Tehran, Iran.
Disabil Rehabil. 2022 Sep;44(18):5109-5116. doi: 10.1080/09638288.2021.1925360. Epub 2021 May 23.
The aim was to investigate the effect of video game training as compared to dual-task training on gait initiation (GI) which is a sensitive indicator of balance deficiency in older adults.
Sixty-six older adults were allocated to the video game-based training (intervention group) or the motor-cognitive dual-task training (active control group). The outcome measures were the mediolateral (ML)/anteroposterior (AP) displacement and velocity of COP during the phases of GI (anticipatory, weight transition, and locomotor).
The results indicated in the anticipatory phase, the ML & AP COP displacement were significantly increased at post-training relative to pre-training across both groups ( < 0.041). In the weight transition phase, the AP COP displacement & ML COP velocity were significantly increased at post-training than pre-training ( < 0.032). However, in the locomotor phase, within the intervention group, the ML COP displacement & ML COP velocity were significantly increased at follow-up as compared to pre-training ( < 0.05), while no such differences were observed within the control group.
Both treatments were effective in improving COP trajectory during the phases of anticipatory and weight transition, while the intervention group was more effective during the phase of locomotor. So, these treatments can be recommended for clinical settings.Implications for rehabilitationThe video game and dual task training were effective in improving COP trajectory during the phases of anticipatory and weight transition.The video game-based training was more effective during the phase of locomotor.The study findings could have useful implications to further introduce cognition-based rehabilitation programs such as video games for older adults.Rehabilitation professionals could use the video game to improve the postural control of older adults.
本研究旨在比较视频游戏训练与双重任务训练对步态启动(GI)的影响,步态启动是老年人平衡缺陷的敏感指标。
将 66 名老年人分配到基于视频游戏的训练(干预组)或运动认知双重任务训练(主动对照组)。结果测量指标为 GI 各阶段(预期、重心转移和运动)期间的 COP 横向(ML)/前后向(AP)位移和速度。
结果表明,在预期阶段,两组的 ML 和 AP 方向的 COP 位移在训练后均明显高于训练前( < 0.041)。在重心转移阶段,AP 方向的 COP 位移和 ML 方向的 COP 速度在训练后明显高于训练前( < 0.032)。然而,在运动阶段,干预组在随访时的 ML COP 位移和 ML COP 速度明显高于训练前( < 0.05),而对照组则没有观察到这种差异。
两种治疗方法均能有效改善预期和重心转移阶段的 COP 轨迹,而干预组在运动阶段的效果更为显著。因此,这些治疗方法可在临床环境中推荐使用。
视频游戏和双重任务训练在预期和重心转移阶段均能有效改善 COP 轨迹。
基于视频游戏的训练在运动阶段更为有效。
研究结果可能对进一步引入认知康复计划(如视频游戏)有一定的启示作用,可用于改善老年人的姿势控制。
康复专业人员可以使用视频游戏来改善老年人的姿势控制。