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Feasibility of gaming console exercise and its effect on endurance, gait and balance in people with an acquired brain injury

机译:游戏机锻炼的可行性及其对获得性脑损伤的人的耐力,步态和平衡的影响

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摘要

Objective: To determine feasibility of gaming console exercise and its effect on endurance, gait and balance in people following acquired brain injury (ABI). Method: Twenty-one people following ABI were recruited to an 8-week randomized cross-over trial where 4 weeks of gaming console exercise in addition to usual therapy and 4 weeks of usual therapy alone were received. Feasibility measures included compliance, session duration and adverse events. Measures included endurance measured using a 6-minute walk test, spatiotemporal gait parameters (GAITRite) and balance using Balance Outcome Measure for Elder Rehabilitation (BOOMER). Motivation was measured using the Change Assessment Questionnaire. Results: Compliance with gaming console exercise was high (99%), the majority of sessions reached duration target (82%) and there were no adverse events. There were small, though non-significant increases in 6-minute walk distance (18 metres, 95% CI=-33 to 69), gait speed (0.11ms-1, 95% CI=-0.18 to 0.29) and balance compared to after usual therapy after gaming console exercise. Conclusions: Gaming console exercise appears feasible in people with ABI. Four weeks of gaming console exercise in addition to usual therapy appears to result in similar improvements in endurance, gait and balance compared to usual therapy alone and may enhance active engagement in therapy.
机译:目的:确定游戏机锻炼的可行性及其对人获得性脑损伤(ABI)后人们的耐力,步态和平衡的影响。方法:21名ABI术后患者被招募参加为期8周的随机交叉试验,该试验除了常规治疗外还接受4周游戏机锻炼,仅接受4周常规治疗。可行性措施包括合规性,疗程时间和不良事件。测量方法包括使用6分钟步行测试测得的耐力,时空步态参数(GAITRite)和使用老年人康复成果测度(BOOMER)进行的平衡。使用变更评估问卷来衡量动机。结果:对游戏机锻炼的依从性很高(99%),大多数会话达到了持续时间目标(82%),并且没有不良事件。与6分钟步行距离(18米,95%CI = -33至69),步态速度(0.11ms-1、95%CI = -0.18至0.29)和平衡相比,增加幅度很小,但均无明显增加。经过游戏机运动后的常规治疗。结论:游戏机锻炼对于ABI患者似乎是可行的。与常规疗法相比,除了常规疗法外,进行四周的游戏机锻炼似乎可以使耐力,步态和平衡得到类似的改善,并且可以增强积极参与治疗的能力。

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