老年人六周运动锻炼后身体和情感物理素养领域的改善:一项随机对照临床试验。

IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Games for Health Journal Pub Date : 2023-10-01 Epub Date: 2023-06-13 DOI:10.1089/g4h.2022.0212
Alexandre Monte Campelo, Alanna Weisberg, Dwayne P Sheehan, Kathryn Schneider, Victor R A Cossich, Larry Katz
{"title":"老年人六周运动锻炼后身体和情感物理素养领域的改善:一项随机对照临床试验。","authors":"Alexandre Monte Campelo,&nbsp;Alanna Weisberg,&nbsp;Dwayne P Sheehan,&nbsp;Kathryn Schneider,&nbsp;Victor R A Cossich,&nbsp;Larry Katz","doi":"10.1089/g4h.2022.0212","DOIUrl":null,"url":null,"abstract":"<p><p><b><i>Introduction:</i></b> We investigated the effects of an exergames-based exercise program for older adults, and its benefits on their physical literacy (PL) domains, such as physical (mobility skills), affective (motivation and confidence), cognitive (knowledge about physical activity [PA]), and behavioral (daily exertion) when compared with a conventional exercise program and no training (NT) (control). <b><i>Material and Methods:</i></b> Forty older adults (mean age 72 years) volunteered and were randomized within three groups-exergame training (ET; <i>n</i> = 15), conventional training (CT; <i>n</i> = 14), and NT (<i>n</i> = 11). ET group performed training sessions based on a commercially available exergame console, while the CT group enrolled in a convention exercise program (aerobic, strength, balance, and flexibility exercises). The training program was conducted three times a week for 6 weeks. The Timed Up and Go Test (TUG), Exercise Confidence Survey (ECS), Motives for Physical Activity Measure-Revised (MPAM-R), Knowledge and Understanding Questionnaire (K&UQ), and total PA tracking (using wearable technology) were used as the study's outcomes. Outcome variables were measured at preintervention (week 0), postintervention (week 6), and at the time of final follow-up (week 9). <b><i>Results:</i></b> We observed a reduction in the ET TUG time at postintervention and follow-up. Also, a significant main effect for group and moment of measurement was observed for the Fitness-Health subscore, derived from MPAM-R. The values demonstrated by ET and CT were statistically different (<i>P</i> = 0.01) and a within-group comparison revealed significant differences in the ET from preintervention to both postintervention and follow-up (both, <i>P</i> = 0.01). We did not observe any other significant difference. <b><i>Conclusion:</i></b> Our results suggest that a 6-week exergame-based training program may have the potential in improving the physical and affective domains of PL in community-dwelling older adults. The topics related to fitness and health seem to be of interest in this population and programs can make use of them to improve the PL domains.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"366-376"},"PeriodicalIF":2.2000,"publicationDate":"2023-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Physical and Affective Physical Literacy Domains Improved After a Six-Week Exergame Exercise Program in Older Adults: A Randomized Controlled Clinical Trial.\",\"authors\":\"Alexandre Monte Campelo,&nbsp;Alanna Weisberg,&nbsp;Dwayne P Sheehan,&nbsp;Kathryn Schneider,&nbsp;Victor R A Cossich,&nbsp;Larry Katz\",\"doi\":\"10.1089/g4h.2022.0212\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<p><p><b><i>Introduction:</i></b> We investigated the effects of an exergames-based exercise program for older adults, and its benefits on their physical literacy (PL) domains, such as physical (mobility skills), affective (motivation and confidence), cognitive (knowledge about physical activity [PA]), and behavioral (daily exertion) when compared with a conventional exercise program and no training (NT) (control). <b><i>Material and Methods:</i></b> Forty older adults (mean age 72 years) volunteered and were randomized within three groups-exergame training (ET; <i>n</i> = 15), conventional training (CT; <i>n</i> = 14), and NT (<i>n</i> = 11). ET group performed training sessions based on a commercially available exergame console, while the CT group enrolled in a convention exercise program (aerobic, strength, balance, and flexibility exercises). The training program was conducted three times a week for 6 weeks. The Timed Up and Go Test (TUG), Exercise Confidence Survey (ECS), Motives for Physical Activity Measure-Revised (MPAM-R), Knowledge and Understanding Questionnaire (K&UQ), and total PA tracking (using wearable technology) were used as the study's outcomes. Outcome variables were measured at preintervention (week 0), postintervention (week 6), and at the time of final follow-up (week 9). <b><i>Results:</i></b> We observed a reduction in the ET TUG time at postintervention and follow-up. Also, a significant main effect for group and moment of measurement was observed for the Fitness-Health subscore, derived from MPAM-R. The values demonstrated by ET and CT were statistically different (<i>P</i> = 0.01) and a within-group comparison revealed significant differences in the ET from preintervention to both postintervention and follow-up (both, <i>P</i> = 0.01). We did not observe any other significant difference. <b><i>Conclusion:</i></b> Our results suggest that a 6-week exergame-based training program may have the potential in improving the physical and affective domains of PL in community-dwelling older adults. The topics related to fitness and health seem to be of interest in this population and programs can make use of them to improve the PL domains.</p>\",\"PeriodicalId\":47401,\"journal\":{\"name\":\"Games for Health Journal\",\"volume\":\" \",\"pages\":\"366-376\"},\"PeriodicalIF\":2.2000,\"publicationDate\":\"2023-10-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Games for Health Journal\",\"FirstCategoryId\":\"3\",\"ListUrlMain\":\"https://doi.org/10.1089/g4h.2022.0212\",\"RegionNum\":3,\"RegionCategory\":\"医学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"2023/6/13 0:00:00\",\"PubModel\":\"Epub\",\"JCR\":\"Q2\",\"JCRName\":\"PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Games for Health Journal","FirstCategoryId":"3","ListUrlMain":"https://doi.org/10.1089/g4h.2022.0212","RegionNum":3,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"2023/6/13 0:00:00","PubModel":"Epub","JCR":"Q2","JCRName":"PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH","Score":null,"Total":0}
引用次数: 0

摘要

引言:与传统的锻炼计划和不训练(NT)(对照)相比,我们研究了基于运动游戏的锻炼计划对老年人的影响,以及它对他们的身体识字(PL)领域的益处,如身体(行动技能)、情感(动机和信心)、认知(体育活动知识[PA])和行为(日常锻炼)。材料和方法:40名老年人(平均年龄72岁)自愿参加并随机分为三组:运动训练(ET;n = 15) ,常规训练(CT;n = 14) ,和NT(n = 11) 。ET组在商用运动游戏机的基础上进行训练,而CT组则参加了常规锻炼项目(有氧、力量、平衡和柔韧性锻炼)。培训计划每周进行三次,为期6周。研究结果使用了定时起床测试(TUG)、运动信心调查(ECS)、修订的体育活动动机测量(MPAM-R)、知识与理解问卷(K&UQ)和总PA跟踪(使用可穿戴技术)。在干预前(第0周)、干预后(第6周)和最后随访时(第9周)测量结果变量。结果:我们观察到干预后和随访时ET TUG时间减少。此外,从MPAM-R得出的健身健康分量表对群体和测量时刻也有显著的主要影响。ET和CT显示的数值有统计学差异(P = 0.01),组内比较显示,干预前、干预后和随访的ET均存在显著差异(P = 0.01)。我们没有观察到任何其他显著差异。结论:我们的研究结果表明,为期6周的基于锻炼的训练计划可能有可能改善居住在社区的老年人PL的身体和情感领域。与健身和健康相关的主题似乎对这一人群感兴趣,项目可以利用它们来改善PL领域。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
Physical and Affective Physical Literacy Domains Improved After a Six-Week Exergame Exercise Program in Older Adults: A Randomized Controlled Clinical Trial.

Introduction: We investigated the effects of an exergames-based exercise program for older adults, and its benefits on their physical literacy (PL) domains, such as physical (mobility skills), affective (motivation and confidence), cognitive (knowledge about physical activity [PA]), and behavioral (daily exertion) when compared with a conventional exercise program and no training (NT) (control). Material and Methods: Forty older adults (mean age 72 years) volunteered and were randomized within three groups-exergame training (ET; n = 15), conventional training (CT; n = 14), and NT (n = 11). ET group performed training sessions based on a commercially available exergame console, while the CT group enrolled in a convention exercise program (aerobic, strength, balance, and flexibility exercises). The training program was conducted three times a week for 6 weeks. The Timed Up and Go Test (TUG), Exercise Confidence Survey (ECS), Motives for Physical Activity Measure-Revised (MPAM-R), Knowledge and Understanding Questionnaire (K&UQ), and total PA tracking (using wearable technology) were used as the study's outcomes. Outcome variables were measured at preintervention (week 0), postintervention (week 6), and at the time of final follow-up (week 9). Results: We observed a reduction in the ET TUG time at postintervention and follow-up. Also, a significant main effect for group and moment of measurement was observed for the Fitness-Health subscore, derived from MPAM-R. The values demonstrated by ET and CT were statistically different (P = 0.01) and a within-group comparison revealed significant differences in the ET from preintervention to both postintervention and follow-up (both, P = 0.01). We did not observe any other significant difference. Conclusion: Our results suggest that a 6-week exergame-based training program may have the potential in improving the physical and affective domains of PL in community-dwelling older adults. The topics related to fitness and health seem to be of interest in this population and programs can make use of them to improve the PL domains.

求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
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
Natural Course and Predictors of Sustained Exergaming in Young Adults. Empowering Unvaccinated Youth: Feasibility, Acceptability, and Efficacy of a COVID-19 Serious Game-Based Intervention. Participatory Development of a Virtual Reality Exercise Program for People with Chronic Pain. Executive Functions Rehabilitation in Premature Children Using an Adaptive Motion-Interaction Videogame Platform: A Randomized Controlled Trial. Temporal Changes in Depressive Symptoms Among Goodville Farm Game Players: A 6-Week Observational Study.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1