期刊
GAMES FOR HEALTH JOURNAL
卷 11, 期 3, 页码 141-156出版社
MARY ANN LIEBERT, INC
DOI: 10.1089/g4h.2021.0096
关键词
Mobility impairment; Exergaming; Neuromuscular disorder; Quality of life; Secondary conditions
This review examines the active videogaming intervention literature for people with neuromuscular conditions over a 10-year period, finding that such interventions can improve health outcomes, secondary conditions, physical activity, and quality of life. The study highlights the need for further research on understudied populations and emphasizes the role of technology and targeted outcomes in future intervention studies.
This review synthesized active videogaming (AVG) intervention literature over a 10-year period (2010-2020) for people with neuromuscular conditions (18-64 years of age), examining interventions that aimed to improve health and secondary conditions, physical activity, and outcomes quality of life (QOL). Systematic searches yielded 40 eligible studies. The major groups were multiple sclerosis (40%) and stroke (33%), and the study participants had mostly mild-to-moderate disability who were able to play games in a standing position. Research designs primarily involved randomized controlled trials (65%) and pre/post-trial design without a control group (28%). The majority of interventions used commercial off-the-shelf gaming systems, such as Nintendo Wii and Microsoft Kinect.Studies reported significant improvements in health outcomes, specifically in balance (n = 30/36), mobility (n = 24/27), and cardiorespiratory fitness (n = 6/8). Positive changes were also seen in secondary conditions (n = 8/12), physical activity (n = 3/4), and QOL outcomes (n = 8/16). AVG research for people with neuromuscular conditions has grown in both quantity and quality but several gaps remain. Study findings provide a roadmap for future AVG trials on understudied populations, and highlight technology and targeted outcomes as drivers of future intervention research.
作者
我是这篇论文的作者
点击您的名字以认领此论文并将其添加到您的个人资料中。
推荐
暂无数据