视频游戏与传统康复训练对小儿脑肿瘤幸存者平衡能力的影响:随机临床试验

IF 4.4 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Virtual Reality Pub Date : 2024-04-10 DOI:10.1007/s10055-024-00988-z
Müberra Tanrıverdi, Fatma Karantay Mutluay, Fatma Betül Çakιr
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引用次数: 0

摘要

小儿脑肿瘤幸存者(PBTS)由于肿瘤位置和药物治疗的副作用而普遍存在平衡问题。本研究调查了传统游戏运动训练(exergaming)与视频游戏运动训练(exergaming)对小儿脑肿瘤幸存者平衡能力的影响。本研究是一项随机对照试验。研究对象包括 23 名 PBTS,他们被随机分配到视频平衡游戏组(VBG)或传统平衡运动训练组(CG)。两组均针对平衡功能进行干预,每周进行两次平衡运动训练,为期 8 周。VBG 组使用精选的任天堂 Wii Fit Plus® 平衡游戏进行锻炼,而 CG 组则使用传统物理治疗方法接受专门设计的平衡训练。主要结果是平衡测试(定时向上走和 Nintendo® Wii™ 重心:COG),次要结果是功能测试(10 米步行、2 分钟步行、5 步攀登/下降/时间)和疾病效应测试(PedsQL 脑肿瘤模块)。这些结果均在干预前后进行评估。基线时,除 COG(P = 0.0495)外,两组之间的临床和结果评估无明显差异。训练后,VBG 在平衡、功能、疾病影响测试方面的总分显著提高(p < 0.05),而 CG 的进步并不明显(p > 0.05)。在 PBTS 中,基于视频的平衡游戏比传统的平衡运动训练更有效。外部游戏之所以更有效,可能是由于与传统运动相比,游戏更能吸引儿童,从而提高了他们的积极性和努力程度。在物理治疗师的指导下,外部游戏在临床和家庭环境中均可发挥作用,并可降低治疗成本,同时提高与健康相关的生活质量。
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Video-based exergaming versus conventional rehabilitation on balance in pediatric brain tumor survivors: a randomized clinical trial

Balance problems are widely reported in Pediatric Brain Tumor Survivors (PBTS) due to tumor localization and the side effects of medical treatment. This study investigates the effects of conventional versus video-based games exercise training (exergaming) on balance in PBTS. The present study was a randomized controlled trial. The study included 23 PBTS who were randomized to a Video-Based balance exergaming Group (VBG) or Conventional balance exercise training Group (CG). In both groups, the interventions were targeted to the balance function and balance exercise training was administered twice a week for 8 weeks. VBG exercised using selected Nintendo Wii Fit Plus® balance games while CG received a specially designed balance training using conventional physiotherapy methods. The primary outcome was the balance tests (Timed Up and Go and Nintendo® Wii™ Center of Gravity: COG), and the secondary outcomes were the functional tests (10-m walking, 2-min walking, 5-step climb/descent/times), and disease effect test (PedsQL Brain Tumor Module). The outcomes were assessed before and after the intervention. At baseline, no significant clinical and outcome assessment differences existed between both groups except for COG (p = 0.0495). After training, overall scores for balance, functional, disease effect tests significantly improved in VBG (p < 0.05) while progress observed in CG was not significant (p > 0.05). Video-based balance exergaming was found effective and more so than conventional balance exercise training in PBTS. Greater effectiveness of exergaming is thought to be due to increased motivation and effort of the children who are more attracted to gaming than conventional exercising. Exergaming could be beneficial both in clinical and home settings with physiotherapist supervision and may reduce the costs of treatment while improving their health-related quality of life.

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来源期刊
Virtual Reality
Virtual Reality COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS-COMPUTER SCIENCE, SOFTWARE ENGINEERING
CiteScore
8.30
自引率
14.30%
发文量
95
审稿时长
>12 weeks
期刊介绍: The journal, established in 1995, publishes original research in Virtual Reality, Augmented and Mixed Reality that shapes and informs the community. The multidisciplinary nature of the field means that submissions are welcomed on a wide range of topics including, but not limited to: Original research studies of Virtual Reality, Augmented Reality, Mixed Reality and real-time visualization applications Development and evaluation of systems, tools, techniques and software that advance the field, including: Display technologies, including Head Mounted Displays, simulators and immersive displays Haptic technologies, including novel devices, interaction and rendering Interaction management, including gesture control, eye gaze, biosensors and wearables Tracking technologies VR/AR/MR in medicine, including training, surgical simulation, rehabilitation, and tissue/organ modelling. Impactful and original applications and studies of VR/AR/MR’s utility in areas such as manufacturing, business, telecommunications, arts, education, design, entertainment and defence Research demonstrating new techniques and approaches to designing, building and evaluating virtual and augmented reality systems Original research studies assessing the social, ethical, data or legal aspects of VR/AR/MR.
期刊最新文献
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