老年人对认知、体能和外部游戏训练的看法:四臂随机对照试点试验的混合方法调查。

IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Games for Health Journal Pub Date : 2024-07-29 DOI:10.1089/g4h.2023.0208
Abigail T Stephan, Ava McVey, Tate Steele, Kalvry Cooper, Christine B Phillips, Lesley A Ross
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引用次数: 0

摘要

目的:尽管针对老年人的行为干预对健康的益处已经有了充分的研究,但针对老年人群的干预可接受性的研究还不太成熟,亟待开展。这项混合方法研究调查了老年人对培训干预措施的看法。研究方法将居住在社区的老年人(41 人)随机分为三组(认知组、体能组和外部游戏组),并在 10 周内完成 20 次实验室内训练。在每第五次训练中,参与者就他们在各功能领域的感知收益、完成训练的乐趣和动力以及他们最喜欢和最不喜欢的研究参与方面提供反馈。研究结果根据多变量方差分析,不同训练组的认知和日常功能感知收益没有差异。然而,体能训练组和外部游戏组比认知训练组在身体功能方面的改善更大(P < 0.001)。各训练组对完成训练的乐趣和动机没有差异。探索性定性编码结果表明,各组参与者最喜欢社交互动和进步感。参与者最不喜欢前往研究地点和参与培训的各个方面(如特定游戏、培训的结构或持续时间)。结论这些研究结果强调了在对老年人进行干预时,无论采取哪种干预方式,都必须融入有意义的社交活动,并在训练内容的挑战性与目标实现之间取得平衡。在为老年人设计干预措施时,未来的研究和实践应考虑参与者体验的突出方面(如社会联系、无障碍地点或远程选择)。
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Older Adults' Perceptions of Cognitive, Physical, and Exergame Training: A Mixed Methods Investigation of a Four-Armed Randomized Controlled Pilot Trial.

Purpose: Although the health benefits of behavioral interventions for older adults are well studied, research focused on intervention acceptability in older adult populations is less established and is needed. This mixed methods study investigated older adults' perceptions of training interventions. Methods: Community-dwelling older adults (N = 41) were randomized into three groups (cognitive, physical, and exergame) and completed 20 in-lab training sessions over 10 weeks. At every fifth session, participants provided feedback on their perceived gains across functional domains, enjoyment of and motivation to complete training, and aspects they most and least enjoyed regarding study participation. Results: Based on the multivariate analysis of variance, perceived cognitive and everyday function gains did not vary by training group. However, physical and exergame groups perceived greater improvement in physical function than the cognitive training group (P < 0.001). Enjoyment of and motivation to complete training did not vary by training group. Exploratory qualitative coding results suggest that participants across groups most enjoyed social interaction and feelings of improvement. Participants least enjoyed traveling to the study site and engaging in aspects of training (e.g., specific games, structure or duration of training). Conclusion: These findings highlight the importance of incorporating meaningful social engagement and balancing the challenge of training components with goal attainment when working with older adults, regardless of the intervention type. Future research and practice should consider salient aspects of the participant experience (e.g., social connection, accessible locations or remote options) when designing interventions for older adults.

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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
期刊最新文献
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