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一项比较使用视频游戏平衡板程序和 2 种标准基于活动的平衡干预程序进行训练后姿势控制变化的初步研究。

Pilot study comparing changes in postural control after training using a video game balance board program and 2 standard activity-based balance intervention programs.

机构信息

Department of Kinesiology and Sport Sciences, University of Miami, Coral Gables, FL 33146, USA.

出版信息

Arch Phys Med Rehabil. 2012 Jul;93(7):1138-46. doi: 10.1016/j.apmr.2012.01.023. Epub 2012 Mar 11.

Abstract

OBJECTIVE

To compare the impacts of Tai Chi, a standard balance exercise program, and a video game balance board program on postural control and perceived falls risk.

DESIGN

Randomized controlled trial.

SETTING

Research laboratory.

PARTICIPANTS

Independent seniors (N=40; 72.5±8.40) began the training, 27 completed.

INTERVENTIONS

Tai Chi, a standard balance exercise program, and a video game balance board program.

MAIN OUTCOME MEASURES

The following were used as measures: Timed Up & Go, One-Leg Stance, functional reach, Tinetti Performance Oriented Mobility Assessment, force plate center of pressure (COP) and time to boundary, dynamic posturography (DP), Falls Risk for Older People-Community Setting, and Falls Efficacy Scale.

RESULTS

No significant differences were seen between groups for any outcome measures at baseline, nor were significant time or group × time differences for any field test or questionnaire. No group × time differences were seen for any COP measures; however, significant time differences were seen for total COP, 3 of 4 anterior/posterior displacement and both velocity, and 1 displacement and 1 velocity medial/lateral measure across time for the entire sample. For DP, significant improvements in the overall score (dynamic movement analysis score), and in 2 of the 3 linear and angular measures were seen for the sample.

CONCLUSIONS

The video game balance board program, which can be performed at home, was as effective as Tai Chi and the standard balance exercise program in improving postural control and balance dictated by the force plate postural sway and DP measures. This finding may have implications for exercise adherence because the at-home nature of the intervention eliminates many obstacles to exercise training.

摘要

目的

比较太极拳、标准平衡运动方案和视频游戏平衡板方案对姿势控制和跌倒风险感知的影响。

设计

随机对照试验。

地点

研究实验室。

参与者

独立老年人(N=40;72.5±8.40)开始训练,27 人完成。

干预措施

太极拳、标准平衡运动方案和视频游戏平衡板方案。

主要观察指标

计时起立行走、单腿站立、功能伸展、Tinetti 表现导向移动评估、测力板压力中心(COP)和边界时间、动态姿势描记术(DP)、老年人社区环境跌倒风险和跌倒效能量表。

结果

基线时各组间无任何结果测量值存在显著差异,也无任何现场测试或问卷调查存在显著时间或组×时间差异。COP 测量值无组×时间差异,但整个样本的总 COP、4 个前后向位移中的 3 个和前后向速度、2 个左右向位移和 1 个左右向速度均出现显著时间差异。对于 DP,整个样本的总体评分(动态运动分析评分)和 3 个线性和角度测量中的 2 个出现显著改善。

结论

可在家中进行的视频游戏平衡板方案在改善姿势控制方面与太极拳和标准平衡运动方案同样有效,可通过测力板姿势摆动和 DP 测量来确定平衡。这一发现可能对运动依从性有影响,因为干预措施的居家性质消除了运动训练的许多障碍。

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