Alhasan Hammad S, Wheeler Patrick C, Fong Daniel T P
National Centre for Sport and Exercise Medicine-East Midlands, School of Sport, Exercise and Health Sciences, Loughborough University, Loughborough, Leicestershire, UK.
Physiotherapy Department, Faculty of Applied Medical Sciences, Umm Al-Qura University, Mecca, Saudi Arabia.
Cyborg Bionic Syst. 2021 Jun 25;2021:9841342. doi: 10.34133/2021/9841342. eCollection 2021.
The purpose of this study was to examine whether interactive video game (IVG) training is an effective way to improve postural control outcomes and decrease the risk of falls. A convenience sample of 12 prefrail older adults were recruited and divided into two groups: intervention group performed IVG training for 40 minutes, twice per week, for a total of 16 sessions. The control group received no intervention and continued their usual activity. Outcome measures were centre of pressure (COP), mean velocity, sway area, and sway path. Secondary outcomes were Berg Balance Scale, Timed Up and Go (TUG), Falls Efficacy Scale International (FES-I), and Activities-Specific Balance Confidence (ABC). Assessment was conducted with preintervention (week zero) and postintervention (week eight). The intervention group showed significant improvement in mean velocity, sway area, Berg Balance Scale, and TUG ( < 0.01) compared to the control group. However, no significant improvement was observed for sway path ( = 0.35), FES-I ( = 0.383), and ABC ( = 0.283). This study showed that IVG training led to significant improvements in postural control but not for risk of falls.
本研究的目的是检验交互式电子游戏(IVG)训练是否是改善姿势控制结果并降低跌倒风险的有效方法。招募了12名虚弱前期老年人的便利样本,并将其分为两组:干预组进行IVG训练,每次40分钟,每周两次,共16节。对照组未接受干预,继续其日常活动。结果指标为压力中心(COP)、平均速度、摆动面积和摆动路径。次要结果为伯格平衡量表、计时起立行走测试(TUG)、国际跌倒效能量表(FES-I)和特定活动平衡信心量表(ABC)。在干预前(第零周)和干预后(第八周)进行评估。与对照组相比,干预组在平均速度、摆动面积、伯格平衡量表和TUG方面有显著改善(<0.01)。然而,在摆动路径(=0.35)、FES-I(=0.383)和ABC(=0.283)方面未观察到显著改善。本研究表明,IVG训练可显著改善姿势控制,但不能降低跌倒风险。