Neuroscience Research Australia, Randwick, New South Wales, Australia.
School of Biomedical Sciences, University of New South Wales, Sydney, New South Wales, Australia.
Nat Med. 2024 Jan;30(1):98-105. doi: 10.1038/s41591-023-02739-0. Epub 2024 Jan 16.
Exergame training, in which video games are used to promote exercise, can be tailored to address cognitive and physical risk factors for falls and is a promising method for fall prevention in older people. Here, we performed a randomized clinical trial using the smart±step gaming system to examine the effectiveness of two home-based computer game interventions, seated cognitive training and step exergame training, for fall prevention in community-dwelling older people, as compared with a minimal-intervention control group. Participants aged 65 years or older (n = 769, 71% female) living independently in the community were randomized to one of three arms: (1) cognitive training using a computerized touchpad while seated, (2) exergame step training on a computerized mat or (3) control (provided with an education booklet on healthy ageing and fall prevention). The rate of falls reported monthly over 12 months-the primary outcome of the trial-was significantly reduced in the exergame training group compared with the control group (incidence rate ratio = 0.74, 95% confidence interval = 0.56-0.98), but was not statistically different between the cognitive training and control groups (incidence rate ratio = 0.86, 95% confidence interval = 0.65-1.12). No beneficial effects of the interventions were found for secondary outcomes of physical and cognitive function, and no serious intervention-related adverse events were reported. The results of this trial support the use of exergame step training for preventing falls in community-dwelling older people. As this intervention can be conducted at home and requires only minimal equipment, it has the potential for scalability as a public health intervention to address the increasing problem of falls and fall-related injuries. Australian and New Zealand Clinical Trial Registry identifier: ACTRN12616001325493 .
游戏锻炼,即利用视频游戏来促进锻炼,可以针对跌倒的认知和身体风险因素进行定制,是预防老年人跌倒的一种很有前途的方法。在这里,我们使用智能±步游戏系统进行了一项随机临床试验,以检查两种基于家庭的计算机游戏干预措施(坐姿认知训练和踏步健身游戏训练)在预防社区居住的老年人跌倒方面的有效性,与最小干预对照组相比。参与者年龄在 65 岁或以上(n=769,71%为女性),独立居住在社区中,随机分为三组:(1)使用计算机化触摸垫进行坐姿认知训练,(2)使用计算机化垫子进行踏步健身游戏训练,或(3)对照组(提供关于健康老龄化和预防跌倒的教育手册)。试验的主要结局是 12 个月内每月报告的跌倒率,与对照组相比,踏步健身游戏训练组的跌倒率显著降低(发病率比=0.74,95%置信区间=0.56-0.98),但与认知训练组相比无统计学差异(发病率比=0.86,95%置信区间=0.65-1.12)。干预措施对身体和认知功能的次要结局没有有益影响,也没有报告与干预相关的严重不良事件。这项试验的结果支持使用踏步健身游戏训练来预防社区居住的老年人跌倒。由于这种干预措施可以在家中进行,并且只需要最少的设备,因此作为公共卫生干预措施具有可扩展性,以解决日益严重的跌倒和与跌倒相关的伤害问题。澳大利亚和新西兰临床试验注册中心标识符:ACTRN12616001325493。