بهبود ظرفیت راه رفتن در بزرگسالان
ترجمه نشده

بهبود ظرفیت راه رفتن در بزرگسالان

عنوان فارسی مقاله: آیا اگزرگیم می تواند در بهبود ظرفیت راه رفتن در بزرگسالان مسن نقش داشته باشد؟ بررسی سیستماتیک و متاآنالیز
عنوان انگلیسی مقاله: Can Exergames contribute to improving walking capacity in older adults? A Systematic Review and Meta-Analysis
مجله/کنفرانس: بلوغ – Maturitas
رشته های تحصیلی مرتبط: تربیت بدنی
گرایش های تحصیلی مرتبط: رفتار حرکتی، فیزیولوژی فعالیت بدنی و تندرستی، یادگیری و کنترل حرکتی
کلمات کلیدی فارسی: ظرفیت راه رفتن، تحرک عملکردی، واقعیت مجازی، فناوری بازی، اگزرگیم، بزرگسالان مسن
کلمات کلیدی انگلیسی: walking capacity, functional mobility, virtual reality, game technology, exergames, older adults
نوع نگارش مقاله: مقاله مروری (Review Article)
شناسه دیجیتال (DOI): https://doi.org/10.1016/j.maturitas.2019.12.006
دانشگاه: Faculty of Occupational Therapy, Speech Therapy and Nursing. University of Castilla-La Mancha (UCLM). Talavera de la Reina (Toledo, Spain)
صفحات مقاله انگلیسی: 28
ناشر: الزویر - Elsevier
نوع ارائه مقاله: ژورنال
نوع مقاله: ISI
سال انتشار مقاله: 2020
ایمپکت فاکتور: 3.805 در سال 2019
شاخص H_index: 91 در سال 2020
شاخص SJR: 1.185 در سال 2019
شناسه ISSN: ۰۳۷۸-۵۱۲۲
شاخص Quartile (چارک): Q1 در سال 2019
فرمت مقاله انگلیسی: PDF
وضعیت ترجمه: ترجمه نشده است
قیمت مقاله انگلیسی: رایگان
آیا این مقاله بیس است: خیر
آیا این مقاله مدل مفهومی دارد: ندارد
آیا این مقاله پرسشنامه دارد: ندارد
آیا این مقاله متغیر دارد: ندارد
کد محصول: E14615
رفرنس: دارای رفرنس در داخل متن و انتهای مقاله
فهرست مطالب (انگلیسی)

Abstract

۱٫ Introduction

۲٫ Methods

۳٫ Results

۴٫ Discussion

۵٫ Conclusions

Contributors

Funding

Funding source

Declaration of Competing Interest

References

بخشی از مقاله (انگلیسی)

Abstract

BACKGROUND: The accessibility, low cost and motivation generated by exergames has fostered its rapid expansion as a rehabilitation technique. OBJECTIVE: To estimate the effectiveness of rehabilitation programs using IVGT in improving walking capacity of people aged 60 years and over. MATERIAL AND METHODS: The electronic data research following the PRISMA Statement (Scopus, Cochrane, Web of Science, OT Seeker, National Guideline Clearinghouse, Trip Database, CSIC Spanish National Research Council) was completed in September 2018. The results of randomized clinical trials using exergames for rehabilitation of walking capacity were combined. The calculations have followed the guidelines of the Cochrane Handbook for Systematic Reviews of Interventions. The Grading of Recommendations Assessment, Development and Evaluation system was used to evaluate the quality of the evidence. RESULTS: We obtained data from 14 trials, including 11 meta-analysis studies. The size of exergames effects on walking capacity is moderate, but significant (SMD -0.56; 95% CI: -0.90, -0.21; p=0.002). Effectiveness was greater to recover the ability to transfer from one position or place to another (SMD -1.02; CI 95%: -1.70, -0.35; P=0.003). The intervention protocols, their duration and intensity varied considerably. The lack of masking, the allocation concealment, the absence of assessor blinding were the main causes of bias so the final grade of evidence has been low for walking and very low for transfers. CONCLUSIONS: Positive clinical effects of exergames have been found to improve walking capacity, but the quality of evidence to refute its effectiveness is weak with risk of bias. Further research is needed in order to know the actual magnitude of its effect.

Introduction

Impaired functional mobility of older adults is frequently associated with loss of independence. Maintaining functional independence must be a priority in elderly care plans. Achieving autonomous participation in their own real everyday environment would contribute to improving their community involvement and as well as their overall health. The rehabilitation programs that include the practice of real activities show more effectiveness [1,2]. The use of exergames has the potential to offer treatment settings very similar to actual environments and tasks, offering the possibility of playing by practicing physical exercise in immersive and attractive environments because of its similarity to reality[3] . The involvement of the player, far from being sedentary (as in traditional video games) requires active exercises that mobilize the different parts of the body. Interactive simulations containing exergames such as Wii Fit® (Nintendo), Kinect Sports® (Xbox) or Play Sport Eye Toy® (Play Station) recreate everyday virtual environments that allow repeated physical exercise directly related to the movements needed in activities of daily living.