期刊文献+

Effects of short-term active video game play on community adults: under International Classification of Functioning, Disability and Health consideration

Effects of short-term active video game play on community adults: under International Classification of Functioning, Disability and Health consideration
原文传递
导出
摘要 Background The effects of active video game play on healthy individuals remain uncertain.A person's functional health status constitutes a dynamic interaction between components identified in the International Classification of Functioning,Disability,and Health (ICF).The aim of this study was to investigate the short-term effects of active video game play on community adults using the ICF.Methods Sixty community adults with an average age of 59.3 years and without physical disabilities were recruited.Over 2 weeks,each adult participated in six sessions of active video game play lasting 20 minutes each.Participants were assessed before and af^er the intervention.Variables were collected using sources related to the ICF components,including the Hospital Anxiety and Depression Scale,Multidimensional Fatigue Inventory,Biodex Stability System,chairrising time,Frenchay Activity Index,Rivermead Mobility Index,Chronic Pain Grade Questionnaire,Work Ability Index,and World Health Organization Quality of Life-Brief Version.Results Compared to baseline data,significantly reduced risk of a fall measured by Biodex Stability System and improvements in disability scores measured by the Chronic Pain Grade Questionnaire were noted.There was no significant change in the other variables measured.Conclusion Short-term,active video game play reduces fall risks and ameliorates disabilities in community adults. Background The effects of active video game play on healthy individuals remain uncertain.A person's functional health status constitutes a dynamic interaction between components identified in the International Classification of Functioning,Disability,and Health (ICF).The aim of this study was to investigate the short-term effects of active video game play on community adults using the ICF.Methods Sixty community adults with an average age of 59.3 years and without physical disabilities were recruited.Over 2 weeks,each adult participated in six sessions of active video game play lasting 20 minutes each.Participants were assessed before and af^er the intervention.Variables were collected using sources related to the ICF components,including the Hospital Anxiety and Depression Scale,Multidimensional Fatigue Inventory,Biodex Stability System,chairrising time,Frenchay Activity Index,Rivermead Mobility Index,Chronic Pain Grade Questionnaire,Work Ability Index,and World Health Organization Quality of Life-Brief Version.Results Compared to baseline data,significantly reduced risk of a fall measured by Biodex Stability System and improvements in disability scores measured by the Chronic Pain Grade Questionnaire were noted.There was no significant change in the other variables measured.Conclusion Short-term,active video game play reduces fall risks and ameliorates disabilities in community adults.
出处 《Chinese Medical Journal》 SCIE CAS CSCD 2013年第12期2313-2319,共7页 中华医学杂志(英文版)
关键词 postural balance HEALTH video games accidental falls postural balance health video games accidental falls
  • 相关文献

参考文献34

  • 1Hsieh RL, Lein IN, Lee WC, Lee TK. Disability among the elderly of Taiwan. AmJ Phys Med Rehabil1995; 74: 370-374.
  • 2Geneva. World Health Organization: International Classification of Functioning, Disability and Health (ICF). WHO 2001.
  • 3Hsieh RL, Lo MT, Liao WC, Lee WC. Therapeutic effects of short-term monochromatic infrared energy therapy on patients with knee osteoarthritis: adouble-blind, randomized, placebo-controlled study. J Orthop Sports Phys Ther 2012; 42: 947-956.
  • 4Hsieh RL, Lee WC, Lo MT, Liao WC. Postural stability in patients with knee osteoarthritis: comparison with controls and evaluation of relationships between postural stability scores and International Classification of Functioning, Disability and Health components. Arch Phys Med Rehabil2013; 94: 340-346.
  • 5Yavuzer G, Senel A, Atay MB, Starn HJ. "Playstation eyetoy games" improve upper extremity-related motor functioning in subacute stroke: a randomized controlled clinical trial. Eur J Phys Rehabil Med 2008; 44: 237-244.
  • 6Taylor MJ, McCormick D, Shawis T, Impson R, Griffin M. Activity-promoting gaming systems in exercise and rehabilitation. J Rehabil Res Dev 2011; 48: 1171-1186.
  • 7Lange B, Chang CY, Suma E, Newman B, Rizzo AS, Bolas M. Development and evaluation of low cost game-based balance rehabilitation tool using the Microsoft Kinect sensor. Conf Proc IEEE Eng Med Bioi Soc 2011; 2011: 1831-1834.
  • 8Zigmond AS, Snaith RP. The hospital anxiety and depression scale. Acta Psychiatr Scand 1983; 67: 361-370.
  • 9Bjelland I, Dahl AA, Haug TT, Neckelmann D. The validity of the Hospital Anxiety and Depression Scale. An updated literature review. J Psychosom Res 2002; 52: 69-77.
  • 10Smets EM, Garssen B, Bonke B, De Haes JC. The Multidimensional Fatigue Inventory (MFI) psychometric qualities of an instrument to assess fatigue. J Psychosom Res 1995; 39: 315-325.

相关作者

内容加载中请稍等...

相关机构

内容加载中请稍等...

相关主题

内容加载中请稍等...

浏览历史

内容加载中请稍等...
;
使用帮助 返回顶部