首页> 外文期刊>BMC sports science, medicine & rehabilitation >The effects of exergaming on balance, gait, technology acceptance and flow experience in people with multiple sclerosis: a randomized controlled trial
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The effects of exergaming on balance, gait, technology acceptance and flow experience in people with multiple sclerosis: a randomized controlled trial

机译:运动对多发性硬化症患者平衡,步态,技术接受能力和流动体验的影响:一项随机对照试验

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BackgroundExergaming is a promising new alternative to traditional modes of therapeutic exercise which may be preferable and more effective for people with Multiple Sclerosis (MS). Impaired balance is reported as one of the most disabling aspects of MS. The purposes of this study were to examine the effects of exergaming on: (1) postural sway, (2) gait, (3) technology acceptance and (4) flow experience in people with MS. Secondary outcomes were disability: 12‐item Multiple Sclerosis Walking Scale (MSWS-12) and the World Health Organization Disability Assessment Schedule 2.0 (WHODAS 2.0) questionnaire. MethodsFifty-six adults (mean age?=?52?years, SD?=?5.8; 38 women) with a clinical diagnosis of MS and able to walk 100 meters with or without use of a walking aid were included in this study and randomized into 3 groups. Group 1 received balance training using the Nintendo Wii Fit? (exergaming) and Group 2 undertook traditional balance training (non-exergaming). Group 3 acted as a control group, receiving no intervention. Exergaming and traditional balance training groups received four weeks of twice weekly balance-orientated exercise. Postural sway was measured using a Kistler? force platform. Spatiotemporal parameters of gait were measured using a GAITRite? computerised walkway. Technology acceptance and flow experience were measured using the Unified Theory of Acceptance and Use of Technology and the Flow State Scale questionnaires, respectively. ResultsThere were significant improvements in bipedal postural sway in both intervention groups when compared to the control group; and no effects of either intervention on gait. There were no significant differences between the interventions in technology acceptance but on several dimensions of flow experience the Wii Fit? was superior to traditional balance training. Both interventions showed improvements in disability compared to control. ConclusionsIn terms of the physical effects of exergaming, the Wii Fit? is comparable to traditional balance training. These findings would support the use of the Wii Fit? as an effective means of balance and gait training for people with MS, which is both accepted and intrinsically motivating to MS users. Trial registrationControlled Trials ISRCTN13924231 .
机译:背景锻炼是一种有希望的新疗法,可替代传统的治疗性锻炼方式,对于多发性硬化症(MS)的人来说可能更可取,更有效。据报道,平衡能力受损是MS最严重的方面之一。这项研究的目的是检查锻炼对以下方面的影响:(1)姿势摇摆,(2)步态,(3)技术接受度和(4)MS患者的流动经验。次要结果是残疾:12项多发性硬化步行量表(MSWS-12)和世界卫生组织残疾评估表2.0(WHODAS 2.0)问卷。方法将56名临床诊断为MS并能够在不使用助行器的情况下走100米的成年人(平均年龄≥52岁,SD≥5.8; 38名女性)纳入研究并随机分组。分为3组。第1组使用Nintendo Wii Fit进行平衡训练。 (锻炼)和第2组进行了传统的平衡训练(非锻炼)。第3组作为对照组,没有干预。锻炼和传统的平衡训练小组接受了四个星期,每周两次的平衡训练。使用奇石乐测量姿势摇摆部队平台。使用GAITRite?测量步态的时空参数?电脑走道。技术接受和流程经验分别使用技术接受和使用统一理论和流程状态量表进行了测量。结果与对照组相比,两个干预组的双足姿势摆动均有显着改善;而且这两种干预都不会影响步态。技术接受的干预措施之间没有显着差异,但在流量体验的多个维度上,Wii Fit?优于传统的平衡训练。与对照相比,两种干预措施均显示出残疾的改善。结论就运动的物理效果而言,Wii Fit?与传统的平衡训练相当。这些发现将支持Wii Fit的使用吗?作为对MS患者进行平衡和步态训练的有效手段,这既是MS用户接受的内在动机。试用注册对照试验ISRCTN13924231。

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