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ExerG——一种用于老年人康复的基于运动游戏的训练设备:功能模型可用性研究

ExerG - an exergame-based training device for the rehabilitation of older adults: a functional model usability study.

作者信息

Muheim Jane, Hotz Isabella, Kübler Franziska, Herren Silvia, Sollereder Simon, Kruszewski Katharina, Martin-Niedecken Anna Lisa, Schättin Alexandra, Behrendt Frank, Böckler Sonja, Schmidlin Stefan, Jurt Roman, Niedecken Stephan, Riederer Yanick, Brenneis Christian, Bonati Leo H, Seebacher Barbara, Schuster-Amft Corina

机构信息

Institute of Physiotherapie, Zurich University of Applied Sciences (ZHAW), Winterthur, Switzerland.

Department of Rehabilitation Science, Clinic for Rehabilitation Münster, Münster, Austria.

出版信息

BMC Geriatr. 2024 Dec 21;24(1):1029. doi: 10.1186/s12877-024-05617-7.

Abstract

BACKGROUND

Exergames are interactive technology-based exercise programs. By combining physical and cognitive training components, they aim to preserve independence in older adults and reduce their risk of falling. This study explored whether primary end users (PEU, healthy older adults and patients with neurological and geriatric diagnoses) and secondary end users (SEU, health professionals) evaluated the ExerG functional model to be usable, providing a positive experience and therefore acceptable.

METHODS

We conducted a multi-methods study using several assessments to quantify usability and enjoyment outcomes, along with semi-structured interviews to gain an in-depth understanding of the users' experiences. Descriptive statistics were used for quantitative outcome measures. For qualitative data, a thematic analysis (TA) using an inductive, data-driven approach was carried out to develop themes for each user group.

RESULTS

We interviewed 20 PEUs (13 healthy older adults, 7 patients) and 22 SEUs at two rehabilitation centres in Austria and Switzerland. Users' scores of over 70 on the System Usability Scale denoted good usability. On the Physical Activity Enjoyment Scale-16, both PEU groups rated the ExerG highly. Our TA approach identified four themes per user group. Themes from both PEU groups confirmed their enjoyment of training with the ExerG, however more variety and greater challenges were requested. Whilst the patient group appreciated the security given by the harness system, the healthy older adults reported feeling restricted. SEU themes reflected their approval of this novel training device, although a desire for increased difficulty and more individualisation was expressed. Clear instructions and an easy-to-use harness system were acknowledged and useful feedback for the developers emerged.

CONCLUSIONS

The ExerG is usable, offers a positive experience, and can therefore be regarded as an acceptable solution for the combined physical and mental training of older adults. Our findings contribute to the ongoing development of the ExerG, which will be a welcome addition to current training options for this target group. Further research is needed to confirm its effectiveness in preserving or improving functional independence in daily life and reducing the risk of falling.

摘要

背景

运动游戏是基于交互式技术的锻炼项目。通过将身体和认知训练成分相结合,它们旨在保持老年人的独立性并降低其跌倒风险。本研究探讨了主要终端用户(PEU,健康老年人以及患有神经和老年疾病诊断的患者)和次要终端用户(SEU,健康专业人员)是否认为ExerG功能模型可用,能提供积极体验并因此可接受。

方法

我们进行了一项多方法研究,使用多种评估来量化可用性和愉悦度结果,并进行半结构化访谈以深入了解用户体验。描述性统计用于定量结果测量。对于定性数据,采用归纳式、数据驱动的主题分析(TA)为每个用户组制定主题。

结果

我们在奥地利和瑞士的两个康复中心采访了20名主要终端用户(13名健康老年人,7名患者)和22名次要终端用户。用户在系统可用性量表上的得分超过70表示可用性良好。在身体活动愉悦度量表 - 16上,两个主要终端用户组对ExerG的评价都很高。我们的主题分析方法为每个用户组确定了四个主题。两个主要终端用户组的主题都证实了他们对使用ExerG进行训练的喜爱,然而他们要求更多样化和更大的挑战。虽然患者组赞赏安全带系统提供的安全性,但健康老年人表示感觉受限。次要终端用户组的主题反映了他们对这种新型训练设备的认可,尽管他们表示希望增加难度和更多个性化。清晰的说明和易于使用的安全带系统得到认可,并为开发者提供了有用的反馈。

结论

ExerG是可用的,提供了积极的体验,因此可以被视为老年人身心联合训练的可接受解决方案。我们的研究结果有助于ExerG的持续开发,这将是该目标群体当前训练选项中受欢迎的补充。需要进一步研究以确认其在保持或改善日常生活功能独立性以及降低跌倒风险方面的有效性。

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