Physical Therapy Department, Federal University of Rio Grande do Norte, Natal, Rio Grande do Norte, Brazil.
Digital Metropolis Institute, Federal University of Rio Grande do Norte, Natal, Rio Grande do Norte, Brazil.
PLoS One. 2024 Aug 22;19(8):e0306816. doi: 10.1371/journal.pone.0306816. eCollection 2024.
Exergames are a fun, viable, attractive, and safe way to engage in physical exercise for most patient populations, including older adults. Their use in the home environment enables an expanded understanding about its applicability and its impact on clinical outcomes that can contribute to improved functionality and quality of life in this population. This systematic review aimed to synthesize the evidence on the usability of exergames as a tool for home-based balance training in older adults.
The search was realized in 6 electronic databases and were included 1) randomized controlled trials with exergames home-based training as intervention, 2) studies involving older adults (aged 60 years or older) described as having impaired static or dynamic balance, 3) that compared the effects of exergames to usual care, health education or no intervention, and 4) reported usability and balance outcomes. The Cochrane Risk of Bias tool for randomized trials version 2 and the Grading of Recommendations Assessment, Development, and Evaluation were used to evaluate the methodological quality of studies and levels of evidence for outcomes.
After screening 1107 records, we identified 4 trials were included. The usability score of exergames was classified as an acceptable, good, and feasible tool. The pooled effect indicated improvements in favor of the exergame group for functional balance by TUG test (MD = -5.90; 95%CI = -10.29 to -1.51) with low-certainty evidence and Tinetti scale (MD = 4.80; 95%CI = 3.36 to 6.24) with very low-certainty evidence. Analyzing the different immersion level, it was observed a significant difference in the experimental group for the immersive exergames (MD = -9.14; 95%CI = -15.51 to -2.77) with very low-certainty evidence.
Exergames applied at home showed good usability and had significant effects on functional balance compared to usual care or no intervention, especially in the immersive modality.
PROSPERO registration number: CRD42022343290.
对于大多数患者群体,包括老年人,电子游戏是一种有趣、可行、有吸引力且安全的进行体育锻炼的方式。将其应用于家庭环境中,可以更深入地了解其适用性及其对临床结果的影响,从而有助于改善该人群的功能和生活质量。本系统评价旨在综合电子游戏作为老年人家庭平衡训练工具的使用证据。
在 6 个电子数据库中进行了检索,纳入了 1)以电子游戏家庭训练为干预措施的随机对照试验,2)涉及被描述为静态或动态平衡受损的老年人(年龄在 60 岁或以上)的研究,3)比较电子游戏与常规护理、健康教育或无干预的效果,以及 4)报告可用性和平衡结果的研究。使用 Cochrane 随机试验风险偏倚工具(版本 2)和推荐评估、制定与评价分级来评估研究的方法学质量和结局的证据水平。
在筛选了 1107 条记录后,我们确定了 4 项试验被纳入。电子游戏的可用性评分被归类为可接受、良好和可行的工具。汇总效应表明,在 TUG 测试(MD = -5.90;95%CI = -10.29 至 -1.51)和 Tinetti 量表(MD = 4.80;95%CI = 3.36 至 6.24)中,电子游戏组的功能平衡均有改善,且证据质量均为低。分析不同的沉浸水平,发现沉浸式电子游戏实验组有显著差异(MD = -9.14;95%CI = -15.51 至 -2.77),证据质量为极低。
与常规护理或无干预相比,在家中应用电子游戏具有良好的可用性,并且对功能平衡有显著影响,尤其是在沉浸式模式下。
PROSPERO 注册号:CRD42022343290。