The University of Alabama at Birmingham, UAB/Lakeshore Research Collaborative, Birmingham, Alabama, USA.
Games Health J. 2022 Jun;11(3):141-156. doi: 10.1089/g4h.2021.0096. Epub 2022 Apr 27.
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.
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。