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安养院中的外展游戏预防跌倒:一项可行性研究。

Exergames for falls prevention in sheltered homes: a feasibility study.

机构信息

School of Health Sciences, Faculty of Biology, Medicine and Health, The University of Manchester, Manchester, United Kingdom.

Manchester Institute for Collaborative Research on Ageing, Manchester, United Kingdom.

出版信息

Front Public Health. 2024 Jun 21;12:1344019. doi: 10.3389/fpubh.2024.1344019. eCollection 2024.

Abstract

INTRODUCTION

Falls prevention is a global priority given its substantial impact on older adults and cost to healthcare systems. Advances in telerehabilitation technology such as `exergaming' show potential for delivering accessible, engaging exercise programs for older adults. This study aimed to establish the feasibility, acceptability and usability of exergaming in sheltered housing.

METHODS

A mixed-methods study with participants randomised in 2 sheltered housing facilities to intervention ( = 1 home, 12 participants) and control ( = 1 home 2, 12 participants) provided usual care for all, (physiotherapy prescribed strength and balance exercises and falls prevention advice) and a 6-week supervised exergaming programme (MIRA) offered 3 times per week to the intervention group only. At 6 weeks, feasibility, usability and acceptability outcomes were collected and analysed using descriptive statistics; qualitative focus groups with participants and interviews with staff were also completed and thematically analysed to elicit barriers and facilitators to usability and acceptability.

RESULTS

Mean exercise per week increased from 10.6 to 14.1 minutes in the control group and 9.6 to 36.8 minutes in the intervention group. All study processes and measures appeared feasible; 72% of those invited consented to taking part and 92% completed 6-week follow-up. Individual domains for the System Usability Scores (SUS) showed participants felt very confident' using the system with support (70%), would like to use exergames frequently' (50%) and found the system easy to use' (90%). However, they also felt they needed to learn a lot at the beginning' (40%) and would `need technical support' (70%) for independent use of the exergames. Mean overall SUS was 63 reflecting moderate usability for independent use. Qualitative data indicated exergames were well received and highlighted motivational and social aspects; costs and set up. Staff also felt exergaming complemented traditional care.

DISCUSSION

Our study contributes to the evidence guiding the use of exergames to deliver suitable falls prevention interventions for older adults within sheltered housing in community settings.

摘要

简介

鉴于跌倒对老年人的影响以及对医疗保健系统的成本,预防跌倒已成为全球的重点事项。远程康复技术的进步,如“运动游戏”,为老年人提供了可及且引人入胜的运动项目的潜力。本研究旨在确定运动游戏在养老院中的可行性、可接受性和可用性。

方法

采用混合方法研究,参与者随机分配到 2 个养老院设施中(干预组 1 个家庭,12 名参与者;对照组 1 个家庭,12 名参与者),对照组提供常规护理(物理治疗规定的力量和平衡练习以及跌倒预防建议),干预组仅提供为期 6 周的监督运动游戏(MIRA),每周 3 次。在 6 周时,收集并使用描述性统计数据分析可行性、可用性和可接受性结果;还完成了参与者的焦点小组和工作人员的访谈,并进行了主题分析,以了解可用性和可接受性的障碍和促进因素。

结果

对照组每周的平均运动时间从 10.6 分钟增加到 14.1 分钟,干预组从 9.6 分钟增加到 36.8 分钟。所有研究过程和措施似乎都具有可行性;邀请的参与者中有 72%同意参加,92%完成了 6 周的随访。系统可用性得分(SUS)的个别领域表明,参与者在有支持的情况下感到“非常有信心”使用该系统(70%),“希望经常使用运动游戏”(50%),并认为该系统“易于使用”(90%)。然而,他们也觉得自己“一开始需要学习很多”(40%),并且需要“技术支持”(70%)才能独立使用运动游戏。平均 SUS 为 63,反映了独立使用的中等可用性。定性数据表明,运动游戏受到了欢迎,并强调了动机和社交方面;成本和设置。工作人员还认为,运动游戏补充了传统护理。

讨论

我们的研究为在社区环境中的养老院中使用运动游戏为老年人提供合适的跌倒预防干预措施提供了证据。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/3ad7/11227257/aaf661db7714/fpubh-12-1344019-g001.jpg

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