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市售主动式视频游戏在心脏康复中的潜在应用:范围综述

The Potential Application of Commercially Available Active Video Games to Cardiac Rehabilitation: Scoping Review.

作者信息

Sawa Ryuichi, Saitoh Masakazu, Morisawa Tomoyuki, Takahashi Tetsuya, Morimoto Yuh, Kagiyama Nobuyuki, Kasai Takatoshi, Dinesen Birthe, Daida Hiroyuki

机构信息

Department of Physical Therapy, Faculty of Health Science, Juntendo University, Tokyo, Japan.

Department of Digital Health and Telemedicine Research and Development, Faculty of Health Science, Juntendo University, Tokyo, Japan.

出版信息

JMIR Serious Games. 2022 Mar 18;10(1):e31974. doi: 10.2196/31974.

Abstract

BACKGROUND

Commercially available active video games (AVGs) have recently been used for rehabilitation in some specific patient populations but rarely in those with cardiovascular disease (CVD). Commercially available AVGs are designed to increase motivation for continuous play, which could be applicable to the long-term cardiac rehabilitation process.

OBJECTIVE

The objective of this scoping review was to assess the effectiveness of AVG-induced physical exercise, safety management, and patient adherence by applying commercially available AVGs to cardiac rehabilitation.

METHODS

Four databases (CINAHL, MEDLINE, PubMed, and SPORTDiscus) were searched for all years up to August 12, 2020. Articles were retained if they were written in English, included patients with CVD who were aged 18 years or older, and used AVGs as part of a physical exercise program. The included studies were then evaluated from the viewpoints of effectiveness as physical exercise, safety, and adherence management.

RESULTS

Among 120 nonduplicate articles reviewed, 5 (4.2%) were eligible for inclusion, of which 3 (2.5%) were reported by the same research group. The AVG consoles used were Xbox Kinect and Nintendo Wii, and sports-related programs were adopted for the intervention. No adverse cardiac events occurred in the identified studies, and dropout rates tended to be low.

CONCLUSIONS

AVGs appear to be safe and feasible for promoting an active lifestyle in patients with CVD. However, the effectiveness of AVGs alone as a therapeutic exercise to improve physical function may be limited.

摘要

背景

市售的主动式视频游戏(AVG)最近已用于某些特定患者群体的康复治疗,但很少用于心血管疾病(CVD)患者。市售的AVG旨在增加持续游戏的动力,这可能适用于长期心脏康复过程。

目的

本范围综述的目的是通过将市售的AVG应用于心脏康复来评估AVG诱导的体育锻炼、安全管理和患者依从性的有效性。

方法

检索了四个数据库(CINAHL、MEDLINE、PubMed和SPORTDiscus)截至2020年8月12日的所有年份的文献。如果文章为英文撰写,纳入18岁及以上的CVD患者,并将AVG用作体育锻炼计划的一部分,则予以保留。然后从体育锻炼有效性、安全性和依从性管理的角度对纳入的研究进行评估。

结果

在审查的120篇非重复文章中,有5篇(4.2%)符合纳入标准,其中3篇(2.5%)由同一研究小组报道。使用的AVG游戏机为Xbox Kinect和任天堂Wii,并采用了与运动相关的程序进行干预。在已确定的研究中未发生不良心脏事件,且退出率往往较低。

结论

AVG似乎对促进CVD患者积极的生活方式是安全可行的。然而,单独使用AVG作为改善身体功能的治疗性锻炼的有效性可能有限。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/de6d/8976248/5133bc9b9c8f/games_v10i1e31974_fig1.jpg

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