Faculty of Sociology, Otemon Gakuin University, Ibaraki, Japan.
Department of Rehabilitation Medicine, Yoshioka Hospital, Tendo, Japan.
Games Health J. 2023 Aug;12(4):302-309. doi: 10.1089/g4h.2022.0203. Epub 2023 Mar 21.
This study examined the effects of motor-cognitive dual-task exergaming standing balance training on healthy older adults' static, dynamic, and walking balance. Twenty-four adults older than 70 years (control group: = 9, males = 6, balance training group: = 15, males = 8) completed the experiment. Dual-tasking standing balance training comprised the accurate control of a ping-pong ball on a tray held with both hands, while standing on one leg (analog training) and three modules of Wii Fit™ exergaming (digital training). The duration of balance training was ∼15 minutes per day, 2 days per week for 8 weeks, in total 16 sessions. We measured one-leg standing time, functional reach distance, walking balance evaluated by the distance walked on a narrow beam (4-cm long, 4-cm wide, and 2-cm high) with single and dual tasking, habitual and maximal walking speed, and muscle strength of the hip extensor, hip abductor, hip adductor, knee extensor, and plantarflexor muscle groups in the right leg at baseline and after 8 weeks. Control group decreased, but balance training group increased one-leg standing time. Only the balance training group improved functional reach distance and hip and knee extensor strength. There was no change in walking speed and walking balance in either group. In the balance training group, changes in maximal speed correlated with changes in dual-tasking walking balance and changes in one-leg standing time correlated with changes in single-tasking walking balance. These results suggest that 16 sessions of motor-cognitive dual-task standing exergaming balance training substantially improved healthy older adults' static and dynamic balance and leg muscle strength but failed to improve walking speed and walking balance. Balance exercises specific to walking balance need to be included in balance training to improve walking balance.
本研究旨在探讨运动认知双重任务健身游戏站立平衡训练对健康老年人静态、动态和行走平衡的影响。 24 名 70 岁以上的成年人(对照组:= 9,男性= 6,平衡训练组:= 15,男性= 8)完成了实验。 双重任务站立平衡训练包括双手准确控制托盘上的乒乓球,同时单腿站立(模拟训练)和三个 Wii Fit™ 健身游戏模块(数字训练)。 平衡训练的持续时间约为每天 15 分钟,每周 2 天,共 8 周,共 16 节课。 我们在基线和 8 周后测量了单腿站立时间、功能伸展距离、使用单任务和双重任务行走平衡(4 厘米长、4 厘米宽、2 厘米高的窄梁行走距离)、习惯性和最大行走速度以及右腿髋关节伸肌、髋关节外展肌、髋关节内收肌、膝关节伸肌和跖屈肌肌肉群的肌肉力量。 对照组的单腿站立时间减少,但平衡训练组增加。 只有平衡训练组改善了功能伸展距离和髋关节及膝关节伸肌力量。 两组的行走速度和行走平衡都没有变化。 在平衡训练组中,最大速度的变化与双重任务行走平衡的变化相关,单腿站立时间的变化与单任务行走平衡的变化相关。 这些结果表明,16 次运动认知双重任务站立健身游戏平衡训练可显著改善健康老年人的静态和动态平衡以及腿部肌肉力量,但无法提高行走速度和行走平衡。 需要在平衡训练中纳入针对行走平衡的平衡练习,以提高行走平衡。