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沉浸式虚拟技术在促进老年人运动方面的可接受性、可行性和有效性:系统评价和荟萃分析。

Acceptability, Feasibility, and Effectiveness of Immersive Virtual Technologies to Promote Exercise in Older Adults: A Systematic Review and Meta-Analysis.

机构信息

Department of Rehabilitation, Faculty of Medicine, Laval University, Quebec, QC G1V 0A6, Canada.

Center for Interdisciplinary Research in Rehabilitation and Social Integration (Cirris), Centre Intégré Universitaire de Santé et de Services Sociaux de la Capitale Nationale (CIUSSS-CN), Quebec, QC G1M 2S8, Canada.

出版信息

Sensors (Basel). 2023 Feb 24;23(5):2506. doi: 10.3390/s23052506.

Abstract

CONTEXT

This review aimed to synthesize the literature on the acceptability, feasibility, and effectiveness of immersive virtual technologies to promote physical exercise in older people.

METHOD

We performed a literature review, based on four databases (PubMed, CINAHL, Embase, and Scopus; last search: 30 January 2023). Eligible studies had to use immersive technology with participants aged 60 years and over. The results regarding acceptability, feasibility, and effectiveness of immersive technology-based interventions in older people were extracted. The standardized mean differences were then computed using a random model effect.

RESULTS

In total, 54 relevant studies (1853 participants) were identified through search strategies. Concerning the acceptability, most participants reported a pleasant experience and a desire to use the technology again. The average increase in the pre/post Simulator Sickness Questionnaire score was 0.43 in healthy subjects and 3.23 in subjects with neurological disorders, demonstrating this technology's feasibility. Regarding the effectiveness, our meta-analysis showed a positive effect of the use of virtual reality technology on balance (SMD = 1.05; 95% CI: 0.75-1.36; < 0.001) and gait outcomes (SMD = 0.7; 95% CI: 0.14-0.80; < 0.001). However, these results suffered from inconsistency and the number of trials dealing with these outcomes remains low, calling for further studies.

CONCLUSIONS

Virtual reality seems to be well accepted by older people and its use with this population is feasible. However, more studies are needed to conclude its effectiveness in promoting exercise in older people.

摘要

背景

本综述旨在综合有关沉浸式虚拟技术促进老年人体育锻炼的可接受性、可行性和有效性的文献。

方法

我们进行了文献综述,基于四个数据库(PubMed、CINAHL、Embase 和 Scopus;最后一次搜索:2023 年 1 月 30 日)。合格的研究必须使用沉浸式技术,参与者年龄在 60 岁及以上。提取了有关老年人沉浸式技术干预措施的可接受性、可行性和有效性的结果。然后使用随机效应模型计算标准化均数差值。

结果

通过搜索策略共确定了 54 项相关研究(1853 名参与者)。关于可接受性,大多数参与者报告说体验愉快,并且渴望再次使用该技术。健康受试者的模拟器疾病问卷评分平均增加 0.43,神经障碍患者的平均增加 3.23,表明该技术具有可行性。关于有效性,我们的荟萃分析显示,虚拟现实技术的使用对平衡(SMD=1.05;95%CI:0.75-1.36;<0.001)和步态结果(SMD=0.7;95%CI:0.14-0.80;<0.001)有积极影响。然而,这些结果存在不一致性,并且处理这些结果的试验数量仍然较少,因此需要进一步研究。

结论

虚拟现实似乎被老年人所接受,并且在该人群中使用是可行的。然而,需要更多的研究来确定其在促进老年人锻炼方面的有效性。

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