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Virtual Reality-Based Exercise with Exergames as Medicine in Different Contexts: A Short Review

机译:以虚拟现实为基础的运动在不同情况下将运动游戏用作医学:简短回顾

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摘要

There is enough evidence that, nowadays, the sedentary lifestyle is one of the major health problems worldwide, linked to many chronic diseases, including mental comorbidities, systemic hypertension, metabolic dysregulation, and cancer. Although health societies recommend engagement to physical activities, there is an overwhelming number of people remaining sedentary, even knowing the health benefits of regular exercises. One of the main factors that justifies this scenario is the lack of motivation, which is a barrier to people intended to start new habits for health. Considering this previous information, new alternatives for exercises may help people engage in a healthier lifestyle. Technology has contributed to this with devices that allow movements based on virtual reality approaches, including the exergames. These are games available even in commercial devices, as video-games, that allow people to work with different physical components. Furthermore, exergames add cognitive gain through its dual-task characteristic. Moreover, due to the combination of these benefits, they are feasible to acquire, and easy to use. Exergames are not only a potential strategy to reduce sedentary lifestyle but also a good method to improve health gains and rehabilitation in different populations and pathological conditions: older adults, stroke survivors, and Parkinson’s disease. In this review, we aim to demonstrate some conditions that literature supports the intervention with exergames due to its physical and cognitive benefits. Furthermore, at the end of this review, we also explore the neurobiological mechanisms behind virtual-reality based exercises.
机译:有足够的证据表明,久坐不动的生活方式是当今世界范围内主要的健康问题之一,与许多慢性疾病有关,包括精神病合并症,系统性高血压,代谢失调和癌症。尽管健康协会建议从事体育活动,但仍有绝大多数人久坐,即使他们知道定期运动对健康有好处。证明这种情况合理的主要因素之一是缺乏动力,这是人们打算养成新的健康习惯的障碍。考虑到这些先前的信息,锻炼的新替代方法可能有助于人们从事更健康的生活方式。技术通过允许基于虚拟现实方法(包括exergames)进行运动的设备对此做出了贡献。这些是甚至在商用设备中也可用的游戏,例如视频游戏,使人们可以使用不同的物理组件。此外,exergames通过其双重任务特性增加了认知增益。而且,由于这些优点的结合,它们是可行的并且易于使用。运动游戏不仅是减少久坐的生活方式的潜在策略,而且还是改善不同人群和病理状况(老年人,中风幸存者和帕金森氏病)的健康状况和康复的好方法。在这篇综述中,我们旨在证明一些条件,因为其物理和认知上的好处,文献支持对运动游戏的干预。此外,在本文的结尾,我们还将探讨基于虚拟现实的练习背后的神经生物学机制。

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