降低老年人跌倒风险的 C-Mill 虚拟现实/增强现实跑步机训练:随机对照试验

IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Games for Health Journal Pub Date : 2024-08-01 Epub Date: 2024-04-01 DOI:10.1089/g4h.2023.0162
Ehab Mohamed Abd El-Kafy, Mohamad Salaheldien Alayat, Moayad Saleh Subahi, Mohammed Salem Badghish
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引用次数: 0

摘要

目的:跌倒被认为是可能影响老年人的主要问题之一,会导致多种健康问题。行走对环境需求的适应性是老年人安全行走的关键。本研究旨在评估虚拟现实(VR)/增强现实(AR)跑步机训练对老年人平衡能力和跌倒风险的影响。材料与方法:60 名年龄在 60 岁至 70 岁之间的沙特籍男女老年人参加了研究。参与者分为两组:实验组和对照组。两组均接受 1 小时的训练:30 分钟的常规练习和 30 分钟的 C-Mill VR/AR 跑步机步态训练。实验组在 C-Mill 跑步机上进行 VR 和 AR 游戏治疗。对照组则在没有 VR 和 AR 的 C-Mill 跑步机上进行步态训练。两组的训练均连续进行 6 周/每周 3 次。在基线、训练 6 周后和训练结束 4 周后,记录了以下变量的得分变化。这些变量包括完成定时起立行走(TUG)测试所需的时间、使用 Biodex 平衡系统(BBS)评估的跌倒风险(FR)测试和稳定性极限(LOS)测试的总体稳定性指数,以及完成 LOS 测试所需的时间。结果显示训练结束后,两组在所有测量变量上都有明显改善,而且这种改善在训练结束后持续了 4 周。与对照组相比,实验组在训练后所有测量变量的记录值均有较大改善。结论本研究认为,C-Mill VR/AR 跑步机训练能有效改善老年人的平衡控制能力,降低跌倒风险。
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C-Mill Virtual Reality/Augmented Reality Treadmill Training for Reducing Risk of Fall in the Elderly: A Randomized Controlled Trial.

Objective: Falling is considered one of the major problems that may affect the elderly, leading to multiple health issues. Walking adaptability to environmental demands is essential for safe walking in the elderly. The aim of this study was to evaluate the efficacy of virtual reality (VR)/augmented reality (AR) treadmill training on balance performance and the risk of falls in the elderly. Materials and Methods: Sixty Saudi elderly individuals of both genders, aged between 60 and 70 years, participated in the study. The participants were categorized into two groups: the experimental and the control groups. Both groups received 1 hour of training: 30 minutes of conventional exercises and 30 minutes of gait training on the C-Mill VR/AR treadmill. The experimental group used the C-Mill treadmill with VR and AR games therapy. The control group had gait training on the C-Mill treadmill without VR and AR. The training for both groups was conducted for 6 successive weeks/three times a week. The changes in the scores of the following variables were recorded at baseline, after 6 weeks of training, and 4 weeks after the completion of training. These variables involved the time needed for completing the Timed Up and Go (TUG) test, overall stability indices of the Fall Risk (FR) test and Limit of Stability (LOS) test evaluated using the Biodex Balance System (BBS), and the time required for completing the LOS test. Results: Both groups demonstrated significant improvement in all measured variables immediately post-training, and this improvement persisted for 4 weeks after completing the training. The experimental group exhibited greater improvement in the recorded values of all measured variables compared with the control group following the training. Conclusions: This study concluded that C-Mill VR/AR treadmill training is effective in improving balance control and reducing the fall risk in the elderly.

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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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