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在老年人中使用定制运动游戏进行认知-运动双任务训练计划的可行性及潜在认知影响:一项试点研究。

Feasibility and potential cognitive impact of a cognitive-motor dual-task training program using a custom exergame in older adults: A pilot study.

作者信息

Gallou-Guyot Matthieu, Mandigout Stephane, Marie Romain, Robin Louise, Daviet Jean-Christophe, Perrochon Anaick

机构信息

Laboratoire HAVAE (UR20217), Université de Limoges, Limoges, France.

Institut d'Ingénierie Informatique de Limoges, Limoges, France.

出版信息

Front Aging Neurosci. 2023 Feb 2;15:1046676. doi: 10.3389/fnagi.2023.1046676. eCollection 2023.

Abstract

INTRODUCTION

Dual-task training may be relevant and efficient in the context of active aging. An issue in training programs lies in enhancing the adherence of participants. This can potentially be improved using games as support. We designed and developed a custom interactive exergame in this way. The objective of this pilot study was to explore the potential use of this exergame and the feasibility of our intervention, including the level of safety and adherence. The result's trends on cognitive and motor capacities, as well as on the level of motivation for physical activity, fear of falling, and quality of life of participants, were also explored.

METHODS

Older adults aged 65 years or older were recruited and realized 30 min of supervised training in groups of 4, 2-3 times a week for 12 weeks. Exercises consisted of incorporated cognitive and motor dual tasks, with an increased difficulty over the weeks. Our program's safety, engagement, attendance, and completion levels were evaluated. Participants' postural control in single-task and dual-task conditions, as well as their performances in mental inhibition, flexibility, working memory, mobility, and postural control, and their levels of motivation for physical activity, fear of falling, and quality of life were also assessed. We realized a per protocol statistical analysis with a -value set at 0.05.

RESULTS

Thirty-nine participants (aged 84.6 ± 8.5 years) were recruited. No adverse events, and 89% adherence, 88% attendance, and 87% completion rates were observed. A potentially significant effect of our exergame on working memory in single-task conditions and on the cognitive aspect of dual-task conditions was also observed. We observed no differences in other parameters.

DISCUSSION

Our exergame seemed feasible and safe and was enjoyed by participants, mainly due to the gamification of our training program. Moreover, our exergame may be efficient for cognitive training in older adults, as well as for the maintenance of motor functions, motivation for physical activity, fear of falling, and quality of life levels. This constitutes the first step for our solution with interesting results that need to be further studied.

摘要

引言

在积极老龄化的背景下,双任务训练可能具有相关性且高效。训练项目中的一个问题在于提高参与者的依从性。使用游戏作为辅助可能会潜在地改善这一点。我们以这种方式设计并开发了一款定制的交互式健身游戏。这项初步研究的目的是探索这款健身游戏的潜在用途以及我们干预措施的可行性,包括安全性和依从性水平。还探讨了参与者在认知和运动能力方面的结果趋势,以及身体活动动机水平、跌倒恐惧和生活质量。

方法

招募了65岁及以上的老年人,以每组4人的形式进行30分钟的监督训练,每周2 - 3次,共12周。练习包括融入认知和运动的双任务,且难度在数周内逐渐增加。评估了我们项目的安全性、参与度、出勤率和完成率。还评估了参与者在单任务和双任务条件下的姿势控制,以及他们在心理抑制、灵活性、工作记忆、移动性和姿势控制方面的表现,以及他们的身体活动动机水平、跌倒恐惧和生活质量。我们进行了按方案统计分析,设定P值为0.05。

结果

招募了39名参与者(年龄84.6 ± 8.5岁)。未观察到不良事件,观察到的依从率为89%、出勤率为88%、完成率为87%。还观察到我们的健身游戏对单任务条件下的工作记忆以及双任务条件下的认知方面有潜在显著影响。在其他参数方面未观察到差异。

讨论

我们的健身游戏似乎可行且安全,参与者很喜欢,主要是因为我们训练项目的游戏化。此外,我们的健身游戏可能对老年人的认知训练以及运动功能的维持、身体活动动机、跌倒恐惧和生活质量水平有效。这是我们解决方案的第一步,结果有趣,有待进一步研究。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/afa0/9932982/149d57125714/fnagi-15-1046676-g001.jpg

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