Acceptability of Physical Therapy Combined with Nintendo Ring Fit Adventure Exergame for Geriatric Hospitalized Patients.

IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Games for Health Journal Pub Date : 2024-02-01 Epub Date: 2023-08-10 DOI:10.1089/g4h.2023.0009
Keiichi Takei, Shinpei Morita, Yoshinobu Watanabe
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Abstract

Geriatric hospitalized patients often experience complications associated with frailty and impaired functioning in activities of daily living. To enhance their functional independence, repetitive and continuous high-frequency exercises are necessary. However, conventional physical therapy (PT) can be monotonous and lead to reduced adherence. The introduction of Nintendo Ring Fit Adventure exergame (EG) as a complement to PT for geriatric inpatients has the potential to improve exercise enjoyment and acceptability. This study aimed to evaluate the acceptability of combining EG with PT for geriatric inpatients. A total of 30 geriatric inpatients were included in the study, receiving EG+PT on day 1 and PT only on day 2. The rate of perceived exertion (RPE) was assessed using the Borg scale, whereas enjoyment, motivation to continue, and perceived effectiveness were evaluated through a questionnaire after each exercise session and subsequently compared. The RPE for the lower extremities and the sense of enjoyment (P = 0.06) were found to be higher after the EG+PT session. The results suggest that combining PT with EG can enhance the enjoyment of exercise sessions and facilitate an increase in the intensity and frequency of exercise therapy. Incorporating EGs into geriatric PT holds promise as an effective strategy to improve patient engagement and adherence to exercise regimens. Further research is warranted to explore the long-term benefits and potential applications of EGs in geriatric rehabilitation settings.

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老年住院病人对物理治疗与任天堂 Ring Fit Adventure Exergame 结合使用的接受度。
老年住院病人经常会出现与虚弱和日常生活功能受损有关的并发症。为了提高他们的功能独立性,有必要进行重复和持续的高频率锻炼。然而,传统的物理疗法(PT)可能比较单调,导致患者的坚持性降低。引入任天堂 Ring Fit Adventure 外设游戏(EG)作为老年住院患者物理治疗的补充,有望提高运动的乐趣和可接受性。本研究旨在评估老年住院患者对将 EG 与 PT 结合使用的接受度。研究共纳入了 30 名老年住院患者,他们分别在第 1 天和第 2 天接受 EG+PT 和 PT 治疗。研究人员使用博格量表对患者的体力消耗感知率(RPE)进行评估,并在每次运动后通过问卷调查对患者的运动乐趣、继续运动的动力和效果感知进行评估和比较。结果发现,在 EG+PT 训练后,下肢的 RPE 和愉悦感(P = 0.06)都更高。研究结果表明,将运动疗法与电子镇痛结合起来可以提高运动疗程的乐趣,并有助于增加运动疗法的强度和频率。在老年运动疗法中加入运动指导,有望成为提高患者参与度和坚持运动疗法的有效策略。我们有必要开展进一步研究,探索电子导引器在老年康复环境中的长期益处和潜在应用。
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来源期刊
CiteScore
6.70
自引率
11.40%
发文量
56
期刊介绍: Games for Health Journal is the first peer-reviewed journal dedicated to advancing the impact of game research, technologies, and applications on human health and well-being. This ground-breaking publication delivers original research that directly impacts this emerging, widely-recognized, and increasingly adopted area of healthcare. Games are rapidly becoming an important tool for improving health behaviors ranging from healthy lifestyle habits and behavior modification, to self-management of illness and chronic conditions to motivating and supporting physical activity. Games are also increasingly used to train healthcare professionals in methods for diagnosis, medical procedures, patient monitoring, as well as for responding to epidemics and natural disasters. Games for Health Journal is a must for anyone interested in the research and design of health games that integrate well-tested, evidence-based behavioral health strategies to help improve health behaviors and to support the delivery of care. Games for Health Journal coverage includes: -Nutrition, weight management, obesity -Disease prevention, self-management, and adherence -Cognitive, mental, emotional, and behavioral health -Games in home-to-clinic telehealth systems
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