摘要
目的 基于《国际疾病分类第十一次修订本》(ICD-11)和《国际功能、残疾和健康分类》(ICF),对成年运动功能障碍者参与电子游戏的干预效果进行Scoping综述。方法 在中国知网、PubMed、Web of Science、EBSCO等数据库检索电子游戏、运动功能障碍的相关文献,检索时间为建库至2022年6月,基于ICD-11和ICF的理论架构和编码对文献内容进行解析和编码。结果 共纳入文献7篇,来自6个国家,涉及59项随机对照试验和2 648例参与者,年龄19.8~75.4岁;主要来源于医学、康复科学、电子游戏、运动干预、体育科学等领域,发表日期主要集中在2015年至2021年。成年运动功能障碍者的电子游戏干预方案包括单独电子游戏干预、电子游戏与运动干预结合两类;干预方式有人机互动、知觉运动和增强现实;干预场景分为使用场景和呈现场景,其中使用场景涉及康复机构和家庭环境,呈现场景为虚拟场景和实体场景。每次20~60 min,每周1~5次,持续4~24周。干预结局主要包括促进关节功能和骨骼功能康复、改善步态的静态和动态平衡、增加肌力,提高自我效能,减少焦虑;有助于身体姿势控制,提供日常活动反馈;促进社会互动,增加社交,增加沟通行为等。结论 针对成年运动功能障碍者的电子游戏干预类型有单独电子游戏、电子游戏与运动干预结合两种,电子游戏干预通过虚拟场景的互动、动态活动演示以及活动目标的呈现与反馈,将电子游戏与运动干预结合,有效地提升干预的效果和效率,提高患者运动学习的兴趣。干预方式可分为人机互动类、知觉运动类和增强现实类。干预结局体现在改善身体功能、提高活动参与、提升整体功能和生活质量三个方面。
Objective To review the effects of video game intervention on adults motor functioning based on International Classification of Diseases,Eleventh Revision(ICD-11) and International Classification of Functioning,Disability and Health(ICF).Methods The literatures about video game therapy and motor dysfunction were retrieved from databases of CNKI,Pub Med,Web of Science,and EBSCO,from establishment to June,2022.The contents of the literatures were analyzed and encoded based on the conceptual framework and coding of ICD-11 and ICF.Results Seven articles were included,which were from six countries,involving 59 randomized controlled trials and2 648 participants,aged 19.8 to 75.4 years,mainly from the fields of medicine,rehabilitation science,video games,exercise interventions and sports science,with publication dates mainly from 2015 to 2021.The intervention types were mainly classified as simple video game,and combination of video game and exercise intervention.The ways of intervention were human-computer interaction,perceptual motor and augmented reality.The intervention scenes were in scene and presentation scene,while the former involved a rehabilitation institution and family environment,and the latter involved a virtual scene and a physical scene.The frequency of interventions was mainly one to five times a week,20 to 60 minutes a time,for four to 24 weeks.The outcomes of the intervention mainly involved the promoting the recovery of function of joint and bone,improving the static and dynamic balance of gait,increasing muscle strength,improving self-efficacy,reducing anxiety;improving posture control,providing feedback on daily activities;promoting social interaction,increasing social interaction and communication behavior,etc.Conclusion There are two types of video game interventions:video game alone and video game combined with motor intervention.The video game intervention combines video game and motor intervention through the interaction of virtual sceneries,dynamic activity demonstration and the presentation and feedback of activity goals,to enhance the effectiveness and efficiency of the intervention and improves patients’ interest in motor learning.The intervention can be divided into human-computer interaction,perceptual motor and augmented reality.The outcomes of the intervention can be reflected in three aspects:improvement of physical function,promotion of activity and participation,and enhancement of overall function and quality of life.
作者
郭彤彤
杨剑
吴铭
郭正茂
GUO Tongtong;YANG Jian;WU Ming;GUO Zhengmao(Key Laboratory of Adolescent Health Assessment and Exercise Intervention of Ministry of Education,East China Normal University,Shanghai 200241,China;College of Physical Education and Health,East China Normal University,Shanghai 200241,China;Physical Education College,Zhengzhou University(Main Campus),Zhengzhou,Henan 450001,China;Physical Education College,Shanghai Normal University,Shanghai 200234,China)
出处
《中国康复理论与实践》
CSCD
北大核心
2022年第9期1012-1021,共10页
Chinese Journal of Rehabilitation Theory and Practice
基金
河南省教育科学规划项目(No.2022YB0011)
中国博士后科学基金面上资助项目(No.2021M702543)。