مقاله انگلیسی رایگان در مورد بهبود ظرفیت راه رفتن در بزرگسالان – الزویر ۲۰۲۰

elsevier

 

مشخصات مقاله
ترجمه عنوان مقاله آیا اگزرگیم می تواند در بهبود ظرفیت راه رفتن در بزرگسالان مسن نقش داشته باشد؟ بررسی سیستماتیک و متاآنالیز
عنوان انگلیسی مقاله Can Exergames contribute to improving walking capacity in older adults? A Systematic Review and Meta-Analysis
انتشار مقاله سال ۲۰۲۰
تعداد صفحات مقاله انگلیسی ۲۸ صفحه
هزینه دانلود مقاله انگلیسی رایگان میباشد.
پایگاه داده نشریه الزویر
نوع نگارش مقاله
مقاله مروری (Review Article)
مقاله بیس این مقاله بیس نمیباشد
نمایه (index) Scopus – Master Journals List – JCR
نوع مقاله ISI
فرمت مقاله انگلیسی  PDF
ایمپکت فاکتور(IF)
۳٫۸۰۵ در سال ۲۰۱۹
شاخص H_index ۹۱ در سال ۲۰۲۰
شاخص SJR ۱٫۱۸۵ در سال ۲۰۱۹
شناسه ISSN ۰۳۷۸-۵۱۲۲
شاخص Quartile (چارک) Q1 در سال ۲۰۱۹
مدل مفهومی ندارد
پرسشنامه ندارد
متغیر ندارد
رفرنس دارد
رشته های مرتبط تربیت بدنی
گرایش های مرتبط رفتار حرکتی، فیزیولوژی فعالیت بدنی و تندرستی، یادگیری و کنترل حرکتی
نوع ارائه مقاله
ژورنال
مجله  بلوغ – Maturitas
دانشگاه  Faculty of Occupational Therapy, Speech Therapy and Nursing. University of Castilla-La Mancha (UCLM). Talavera de la Reina (Toledo, Spain)
کلمات کلیدی ظرفیت راه رفتن، تحرک عملکردی، واقعیت مجازی، فناوری بازی، اگزرگیم، بزرگسالان مسن
کلمات کلیدی انگلیسی walking capacity, functional mobility, virtual reality, game technology, exergames, older adults
شناسه دیجیتال – doi
https://doi.org/10.1016/j.maturitas.2019.12.006
کد محصول E14615
وضعیت ترجمه مقاله  ترجمه آماده این مقاله موجود نمیباشد. میتوانید از طریق دکمه پایین سفارش دهید.
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فهرست مطالب مقاله:
Abstract
۱٫ Introduction
۲٫ Methods
۳٫ Results
۴٫ Discussion
۵٫ Conclusions
Contributors
Funding
Funding source
Declaration of Competing Interest
References

بخشی از متن مقاله:
Abstract

BACKGROUND: The accessibility, low cost and motivation generated by exergames has fostered its rapid expansion as a rehabilitation technique. OBJECTIVE: To estimate the effectiveness of rehabilitation programs using IVGT in improving walking capacity of people aged 60 years and over. MATERIAL AND METHODS: The electronic data research following the PRISMA Statement (Scopus, Cochrane, Web of Science, OT Seeker, National Guideline Clearinghouse, Trip Database, CSIC Spanish National Research Council) was completed in September 2018. The results of randomized clinical trials using exergames for rehabilitation of walking capacity were combined. The calculations have followed the guidelines of the Cochrane Handbook for Systematic Reviews of Interventions. The Grading of Recommendations Assessment, Development and Evaluation system was used to evaluate the quality of the evidence. RESULTS: We obtained data from 14 trials, including 11 meta-analysis studies. The size of exergames effects on walking capacity is moderate, but significant (SMD -0.56; 95% CI: -0.90, -0.21; p=0.002). Effectiveness was greater to recover the ability to transfer from one position or place to another (SMD -1.02; CI 95%: -1.70, -0.35; P=0.003). The intervention protocols, their duration and intensity varied considerably. The lack of masking, the allocation concealment, the absence of assessor blinding were the main causes of bias so the final grade of evidence has been low for walking and very low for transfers. CONCLUSIONS: Positive clinical effects of exergames have been found to improve walking capacity, but the quality of evidence to refute its effectiveness is weak with risk of bias. Further research is needed in order to know the actual magnitude of its effect.

Introduction

Impaired functional mobility of older adults is frequently associated with loss of independence. Maintaining functional independence must be a priority in elderly care plans. Achieving autonomous participation in their own real everyday environment would contribute to improving their community involvement and as well as their overall health. The rehabilitation programs that include the practice of real activities show more effectiveness [1,2]. The use of exergames has the potential to offer treatment settings very similar to actual environments and tasks, offering the possibility of playing by practicing physical exercise in immersive and attractive environments because of its similarity to reality[3] . The involvement of the player, far from being sedentary (as in traditional video games) requires active exercises that mobilize the different parts of the body. Interactive simulations containing exergames such as Wii Fit® (Nintendo), Kinect Sports® (Xbox) or Play Sport Eye Toy® (Play Station) recreate everyday virtual environments that allow repeated physical exercise directly related to the movements needed in activities of daily living.

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