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互动视频游戏对有记忆问题的老年人的疗效:一项群组随机运动干预研究。

Efficacy of interactive video gaming in older adults with memory complaints: A cluster-randomized exercise intervention.

机构信息

Division of Exercise Science and Sports Medicine, Department of Human Biology, Faculty of Health Sciences, University of Cape Town, Cape Town, South Africa.

School of Health and Well-Being, University of Southern Queensland, Ipswich, Australia.

出版信息

PLoS One. 2021 May 25;16(5):e0252016. doi: 10.1371/journal.pone.0252016. eCollection 2021.

Abstract

PURPOSE

The effects of aging on physical and mental health may be ameliorated by regular participation in physical activity (PA). There is also evidence for the benefits of various training modalities on cognition and functional ability in older adults. The aim of this study was to compare effects of a 12-week active video gaming intervention (X Box Kinect Sports) to conventional multimodal supervised exercise on fitness, functional ability and cognitive performance in older adults with memory complaints.

METHODS

Participants (n = 45, 72±5 yrs.) were recruited from 6 retirement homes and cluster-randomized into the Interactive Video Gaming (IVG) group (N = 23) or Conventional Multimodal (CM) group (N = 22), meeting 2 x 1 hour sessions, weekly for 12 weeks. Pre-post measures included: 6 min walk, timed up and go, dynamic balance, functional reach, Mini-Mental State Examination, N-back Task and the Modified Stroop task.

RESULTS

The IVG group demonstrated significant improvement in the total number correct responses on the Stroop task (P = 0.028) and for average reaction time of correct colour-words (P = 0.024), compared to the CM group. Functional ability improved significantly in the IVG group, including the 6-min walk (P = 0.017), dynamic balance (P = 0.03), timed up and go (P<0.001) and functional reach (P<0.0010).

CONCLUSION

An active interactive video gaming intervention was more effective than conventional multimodal exercise in improving executive and global cognitive performance and functional capacity in older adults with subjective memory complaints.

TRIAL REGISTRATION

Pan African Clinical Trial Registry-PACTR202008547335106.

摘要

目的

定期参与身体活动(PA)可能会减轻衰老对身心健康的影响。也有证据表明,各种训练模式对老年人的认知和功能能力有益。本研究的目的是比较 12 周主动视频游戏干预(X 盒 Kinect Sports)与传统多模式监督锻炼对有记忆主诉的老年人的健康、功能能力和认知表现的影响。

方法

参与者(n = 45,72±5 岁)从 6 个退休之家招募,并按集群随机分为互动视频游戏(IVG)组(N = 23)或传统多模式(CM)组(N = 22),每周 2 次,每次 1 小时,共 12 周。预-后测量包括:6 分钟步行、计时起立行走、动态平衡、功能伸展、简易精神状态检查、N-回任务和改良 Stroop 任务。

结果

与 CM 组相比,IVG 组在 Stroop 任务的总正确反应数(P = 0.028)和正确颜色词的平均反应时间(P = 0.024)方面均有显著改善。IVG 组的功能能力显著提高,包括 6 分钟步行(P = 0.017)、动态平衡(P = 0.03)、计时起立行走(P<0.001)和功能伸展(P<0.0010)。

结论

与传统多模式运动相比,主动互动视频游戏干预更能有效改善有主观记忆主诉的老年人的执行和整体认知表现以及功能能力。

试验注册

泛非临床试验注册处-PACTR202008547335106。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/bf6a/8148311/2fc950b915c6/pone.0252016.g001.jpg

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