首页> 外文期刊>Journal of cardiopulmonary rehabilitation and prevention >Active Video Games as a Training Tool for Individuals With Chronic Respiratory Diseases A SYSTEMATIC REVIEW
【24h】

Active Video Games as a Training Tool for Individuals With Chronic Respiratory Diseases A SYSTEMATIC REVIEW

机译:活跃的视频游戏作为患有慢性呼吸系统疾病的个体的培训工具系统评价

获取原文
获取原文并翻译 | 示例
       

摘要

Purpose: Exercise is an effective treatment for reducing symptom severity and improving quality of life for patients with chronic respiratory diseases. Active video games offer a new and enjoyable way to exercise and have gained popularity in a rehabilitation setting. However, it is unclear whether they achieve comparable physiological and clinical effects as traditional exercise training. Methods: A systematic literature search was performed to identify studies that included an active video game component as a form of exercise training and a comparator group in chronic respiratory disease. Two assessors independently reviewed study quality using the Cochrane risk of bias tool and extracted data for exercise capacity, quality of life, and preference of exercise model. Results: Six studies were included in this review. Because of the heterogeneity of the populations, study designs, length of intervention, and outcome measures, meta- analysis could not be performed. Active video game training resulted in comparable training maximal heart rate and dyspnea levels to those achieved when exercising using a treadmill or cycle (n = 5). There was insuffi cient evidence (n = 3) to determine whether active video game training improved exercise capacity as measured by 6- min walk test or treadmill endurance walking. Conclusions: Although the quality of evidence was low, in a small number of studies active video games induced peak heart rates and dyspnea levels comparable with traditional exercise training. Larger and longer- term randomized controlled trials are needed to establish the impact of video game training for individuals with chronic respiratory diseases.
机译:目的:运动是减少症状严重程度和提高慢性呼吸系统疾病患者的生活质量的有效治疗方法。活跃的视频游戏为锻炼提供了一种新的和令人愉快的方式,并在康复环境中获得了普及。然而,目前尚不清楚他们是否达到了与传统运动训练相当的生理和临床影响。方法:进行系统文献搜索,以识别包括活性视频游戏组分的研究,作为慢性呼吸道疾病中的运动训练和比较器组。两个评估员使用偏置工具的Cochrane风险独立审查了研究质量,并提取了运动能力,生活质量和运动模式的偏好数据。结果:六项研究综述了综述。由于群体的异质性,研究设计,干预长度和结果测量,无法进行荟萃分析。有效的视频游戏训练导致使用跑步机或循环(n = 5)锻炼时实现的最大训练最大心率和呼吸困难水平。存在insuffi ciate证据(n = 3),以确定有效的视频游戏培训是否改善了6分钟的步行测试或跑步机耐力行走的运动能力。结论:虽然证据质量低,但在少数研究中,活跃的视频游戏诱导高峰心率和呼吸困难与传统运动训练相当的呼吸困难水平。需要更大和长期随机对照试验,以确定具有慢性呼吸系统疾病的个体的视频游戏训练的影响。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号