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住院老年人肌电图驱动的健身游戏结合血流限制进行力量训练的用户体验与可行性见解:混合方法随机对照可行性研究

Insights on the User Experience and Feasibility of an Electromyography-Driven Exergame Combined With Blood Flow Restriction for Strength Training in Hospitalized Older Adults: Mixed Methods Randomized Controlled Feasibility Study.

作者信息

Debeuf Ruben, Claeys Reinhard, Berlanger Margo, Bunt Myrthe, Debain Aziz, De Vlieger Daan, Eggermont Matthias, Firouzi Mahyar, Guida Stefania, Kostková Katarína, Lieten Siddhartha, Omelina Lubos, Zaccardi Silvia, Jansen Bart, Swinnen Eva, Beckwée David

机构信息

Rehabilitation Research Group, Department of Physiotherapy, Human Physiology and Anatomy, Faculty of Physical Education and Physiotherapy, Vrije Universiteit Brussel, Laarbeeklaan 121, Brussels, 1090, Belgium, 32 24774326.

Center for Neurosciences (C4N), Vrije Universiteit Brussel, Brussels, Belgium.

出版信息

JMIR Serious Games. 2025 Jun 10;13:e69400. doi: 10.2196/69400.

Abstract

BACKGROUND

Hospitalized older adults often spend prolonged periods of time bedridden, leading to decreased muscle strength and function. To tackle this, rehabilitation aims to keep patients active and train affected muscles. Exergames have proven to be effective in the rehabilitation of different patient populations and offer a motivating solution to combat inactivity associated with hospitalization. Furthermore, blood flow restriction (BFR) is effective in therapy for weakened patients, so combining BFR and exergames might be promising.

OBJECTIVE

As part of an iterative process of user-centered development, this mixed method study investigates the acceptability and feasibility of the Ghostly game as a stand-alone added therapy or combined with BFR in strength training of hospitalized older adults.

METHODS

A mixed methods study was conducted on 15 hospitalized older adults. Participants were randomized into 3 groups and received daily interventions from the moment they were included in the geriatric ward, until discharge from the hospital. The Ghostly group received daily conventional therapy with the Ghostly game as added therapy, the Ghostly + BFR group received daily conventional therapy with Ghostly in combination with BFR as added therapy and last, the control group received daily conventional therapy with dose-matched isometric exercises as added therapy. The primary outcome, user experience, was assessed before discharge from the hospital using the Usefulness, Satisfaction, and Ease of Use questionnaire and through expert observations. Clinical outcomes such as muscle strength, muscle architecture, and segmental body composition were assessed at baseline and before discharge from the hospital to test the feasibility of the research protocol in preparation for future randomized controlled trials.

RESULTS

A total of 15 hospitalized older adults (11 female participants, 73.33%) were included in this study with an average age of 84.53 (range: 78-94) years. Participants received an average of 3.47 (range: 3-5) intervention sessions after transferring to the geriatric ward of the hospital. Results on user experience revealed high scores on all subcategories of the Usefulness, Satisfaction, and Ease of Use questionnaire (usefulness: 78.93%, ease of use: 82.99%, ease of learning: 85.36%, and satisfaction: 87.55%). Furthermore, expert observations identified issues with color contrast, reaction time speed, and the need to tailor the game to accommodate the diverse requirements of different patient populations. All outcomes and procedures were found feasible for a future randomized controlled trial.

CONCLUSIONS

This mixed methods study combines the innovative aspects of an electromyography-driven exergame with strength training principles of BFR and reveals the acceptability and feasibility of the Ghostly game as a stand-alone added therapy modality for strength training in hospitalized older adults and in combination with BFR. Future improvements of the exergame could focus on addressing expert-identified issues, including optimizing color contrast, adjusting reaction time speeds, and tailoring the game to meet the needs of different patient populations.

摘要

背景

住院老年人常常长时间卧床,导致肌肉力量和功能下降。为解决这一问题,康复治疗旨在让患者保持活动状态并训练受影响的肌肉。事实证明,运动游戏在不同患者群体的康复中有效,并为对抗与住院相关的活动不足提供了一种激励性解决方案。此外,血流限制(BFR)在治疗虚弱患者方面有效,因此将BFR与运动游戏相结合可能很有前景。

目的

作为以用户为中心的迭代开发过程的一部分,这项混合方法研究调查了幽灵游戏作为独立附加疗法或与BFR联合用于住院老年人力量训练的可接受性和可行性。

方法

对15名住院老年人进行了一项混合方法研究。参与者被随机分为3组,从他们被纳入老年病房开始,直到出院,每天接受干预。幽灵组接受以幽灵游戏作为附加疗法的每日常规治疗,幽灵+BFR组接受以幽灵游戏与BFR联合作为附加疗法的每日常规治疗,最后,对照组接受以剂量匹配的等长运动作为附加疗法的每日常规治疗。主要结局,即用户体验,在出院前使用有用性、满意度和易用性问卷并通过专家观察进行评估。在基线和出院前评估肌肉力量、肌肉结构和身体节段组成等临床结局,以测试研究方案对未来随机对照试验的可行性。

结果

本研究共纳入15名住院老年人(11名女性参与者,73.33%),平均年龄为84.53岁(范围:78 - 94岁)。参与者在转入医院老年病房后平均接受了3.47次(范围:3 - 5次)干预疗程。用户体验结果显示有用性、满意度和易用性问卷的所有子类别得分都很高(有用性:78.93%,易用性:82.99%,易学性:85.36%,满意度:87.55%)。此外专家观察发现了颜色对比度、反应时间速度以及需要调整游戏以适应不同患者群体的多样化需求等问题。发现所有结局和程序对于未来的随机对照试验都是可行的。

结论

这项混合方法研究将肌电图驱动的运动游戏的创新方面与BFR的力量训练原则相结合,揭示了幽灵游戏作为住院老年人力量训练的独立附加治疗方式以及与BFR联合使用的可接受性和可行性。运动游戏未来的改进可以集中在解决专家确定的问题上,包括优化颜色对比度、调整反应时间速度以及调整游戏以满足不同患者群体的需求。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c1ed/12173152/3844a605f80d/games-v13-e69400-g001.jpg

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