• 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

积极的电子游戏干预措施在神经肌肉疾病成人中的应用:范围综述。

Active Videogaming Interventions in Adults with Neuromuscular Conditions: A Scoping Review.

机构信息

The University of Alabama at Birmingham, UAB/Lakeshore Research Collaborative, Birmingham, Alabama, USA.

出版信息

Games Health J. 2022 Jun;11(3):141-156. doi: 10.1089/g4h.2021.0096. Epub 2022 Apr 27.

DOI:10.1089/g4h.2021.0096
PMID:35482057
Abstract

This review synthesized active videogaming (AVG) intervention literature over a 10-year period (2010-2020) for people with neuromuscular conditions (18-64 years of age), examining interventions that aimed to improve health and secondary conditions, physical activity, and outcomes quality of life (QOL). Systematic searches yielded 40 eligible studies. The major groups were multiple sclerosis (40%) and stroke (33%), and the study participants had mostly mild-to-moderate disability who were able to play games in a standing position. Research designs primarily involved randomized controlled trials (65%) and pre/post-trial design without a control group (28%). The majority of interventions used commercial off-the-shelf gaming systems, such as Nintendo Wii and Microsoft Kinect. Studies reported significant improvements in health outcomes, specifically in balance ( = 30/36), mobility ( = 24/27), and cardiorespiratory fitness ( = 6/8). Positive changes were also seen in secondary conditions ( = 8/12), physical activity ( = 3/4), and QOL outcomes ( = 8/16). AVG research for people with neuromuscular conditions has grown in both quantity and quality but several gaps remain. Study findings provide a roadmap for future AVG trials on understudied populations, and highlight technology and targeted outcomes as drivers of future intervention research.

摘要

这篇综述综合了过去 10 年(2010-2020 年)针对神经肌肉疾病患者(18-64 岁)的主动视频游戏(AVG)干预文献,研究了旨在改善健康和次要状况、身体活动以及生活质量(QOL)结果的干预措施。系统检索产生了 40 项合格的研究。主要群体是多发性硬化症(40%)和中风(33%),研究参与者大多为轻度至中度残疾,能够站立玩游戏。研究设计主要包括随机对照试验(65%)和无对照组的前后试验设计(28%)。大多数干预措施使用了商业现成的游戏系统,如任天堂 Wii 和微软 Kinect。研究报告称,健康结果有显著改善,特别是在平衡( = 30/36)、移动能力( = 24/27)和心肺健康( = 6/8)方面。次要疾病( = 8/12)、身体活动( = 3/4)和 QOL 结果( = 8/16)也出现了积极变化。针对神经肌肉疾病患者的 AVG 研究在数量和质量上都有所增加,但仍存在一些差距。研究结果为未来针对研究较少人群的 AVG 试验提供了路线图,并强调了技术和针对性结果是未来干预研究的驱动因素。

相似文献

1
Active Videogaming Interventions in Adults with Neuromuscular Conditions: A Scoping Review.积极的电子游戏干预措施在神经肌肉疾病成人中的应用:范围综述。
Games Health J. 2022 Jun;11(3):141-156. doi: 10.1089/g4h.2021.0096. Epub 2022 Apr 27.
2
Erratum.勘误
Mult Scler. 2016 Oct;22(12):NP9-NP11. doi: 10.1177/1352458515585718. Epub 2015 Jun 3.
3
Mii-vitaliSe: a pilot randomised controlled trial of a home gaming system (Nintendo Wii) to increase activity levels, vitality and well-being in people with multiple sclerosis.Mii-vitaliSe 研究:一项在家用游戏系统(任天堂 Wii)中增加多发性硬化症患者活动水平、活力和幸福感的随机对照试验。
BMJ Open. 2017 Sep 27;7(9):e016966. doi: 10.1136/bmjopen-2017-016966.
4
Energy Expenditure and Enjoyment During Active Video Gaming Using an Adapted Wii Fit Balance Board in Adults with Physical Disabilities: Observational Study.使用适配的Wii Fit平衡板在身体残疾成年人中进行主动视频游戏时的能量消耗与愉悦感:观察性研究
JMIR Serious Games. 2019 Feb 1;7(1):e11326. doi: 10.2196/11326.
5
The use of gaming technology for rehabilitation in people with multiple sclerosis.将游戏技术用于多发性硬化症患者的康复治疗。
Mult Scler. 2015 Apr;21(4):355-71. doi: 10.1177/1352458514563593. Epub 2014 Dec 22.
6
Current Trends in Exercise Intervention Research, Technology, and Behavioral Change Strategies for People With Disabilities: A Scoping Review.残疾人运动干预研究、技术及行为改变策略的当前趋势:一项范围综述
Am J Phys Med Rehabil. 2017 Oct;96(10):748-761. doi: 10.1097/PHM.0000000000000743.
7
The feasibility, acceptability and outcomes of exergaming among individuals with cancer: a systematic review.癌症患者参与运动游戏的可行性、可接受性和结果:系统评价。
BMC Cancer. 2018 Nov 21;18(1):1151. doi: 10.1186/s12885-018-5068-0.
8
Physical Activity and Exergames Among Older Adults: A Scoping Review.老年人的身体活动和外游戏:范围综述。
Games Health J. 2022 Feb;11(1):1-17. doi: 10.1089/g4h.2021.0104. Epub 2021 Dec 1.
9
A qualitative study exploring the usability of Nintendo Wii Fit among persons with multiple sclerosis.一项探索任天堂Wii Fit在多发性硬化症患者中可用性的定性研究。
Occup Ther Int. 2014 Mar;21(1):21-32. doi: 10.1002/oti.1345. Epub 2013 Apr 24.
10
Active Video Games for Rehabilitation in Respiratory Conditions: Systematic Review and Meta-Analysis.用于呼吸系统疾病康复的体感游戏:系统评价与荟萃分析
JMIR Serious Games. 2019 Feb 25;7(1):e10116. doi: 10.2196/10116.

引用本文的文献

1
An 8-Week Virtual Exercise Environment Intervention for People Post-Stroke: A Longitudinal Mixed Methods Single Case Study.一项针对中风后患者的为期8周的虚拟运动环境干预:纵向混合方法单病例研究。
Inquiry. 2025 Jan-Dec;62:469580251366158. doi: 10.1177/00469580251366158. Epub 2025 Sep 16.
2
Exergames and Immersive Virtual Reality as a Novel Therapy Approach in Multiple Sclerosis: Randomised Feasibility Study.运动游戏和沉浸式虚拟现实作为多发性硬化症的一种新型治疗方法:随机可行性研究
J Clin Med. 2024 Sep 30;13(19):5845. doi: 10.3390/jcm13195845.
3
PEMOCS: Evaluating the effects of a concept-guided, PErsonalised, MOtor-Cognitive exergame training on cognitive functions and gait in chronic Stroke-study protocol for a randomised controlled trial.
PEMOCS:评估基于概念指导的个性化运动认知外游戏训练对慢性脑卒中患者认知功能和步态的影响:一项随机对照试验研究方案。
Trials. 2024 Jul 4;25(1):451. doi: 10.1186/s13063-024-08283-7.
4
Exergaming (physically active video gaming) for mental health service users in a community mental health care setting: an ethnographic observational feasibility study.社区精神卫生保健环境中精神健康服务使用者的健身游戏(积极运动视频游戏):一项民族志观察可行性研究。
BMC Psychiatry. 2023 Oct 16;23(1):752. doi: 10.1186/s12888-023-05233-6.
5
The Usability of a Touchpad Active Video Game Controller for Individuals With Impaired Mobility: Observational Study.适用于行动不便者的触摸板主动式视频游戏控制器的可用性:观察性研究
JMIR Rehabil Assist Technol. 2023 Aug 3;10:e41993. doi: 10.2196/41993.
6
Usability of the GAIMplank Video Game Controller for People With Mobility Impairments: Observational Study.GAIMplank视频游戏控制器对行动不便者的可用性:观察性研究。
JMIR Serious Games. 2023 Jan 10;11:e38484. doi: 10.2196/38484.