Your browser doesn't support javascript.
loading
Show: 20 | 50 | 100
Results 1 - 6 de 6
Filter
Add more filters











Database
Language
Publication year range
1.
PLoS One ; 19(8): e0306816, 2024.
Article in English | MEDLINE | ID: mdl-39172915

ABSTRACT

BACKGROUND: Exergames are a fun, viable, attractive, and safe way to engage in physical exercise for most patient populations, including older adults. Their use in the home environment enables an expanded understanding about its applicability and its impact on clinical outcomes that can contribute to improved functionality and quality of life in this population. This systematic review aimed to synthesize the evidence on the usability of exergames as a tool for home-based balance training in older adults. METHODS: The search was realized in 6 electronic databases and were included 1) randomized controlled trials with exergames home-based training as intervention, 2) studies involving older adults (aged 60 years or older) described as having impaired static or dynamic balance, 3) that compared the effects of exergames to usual care, health education or no intervention, and 4) reported usability and balance outcomes. The Cochrane Risk of Bias tool for randomized trials version 2 and the Grading of Recommendations Assessment, Development, and Evaluation were used to evaluate the methodological quality of studies and levels of evidence for outcomes. RESULTS: After screening 1107 records, we identified 4 trials were included. The usability score of exergames was classified as an acceptable, good, and feasible tool. The pooled effect indicated improvements in favor of the exergame group for functional balance by TUG test (MD = -5.90; 95%CI = -10.29 to -1.51) with low-certainty evidence and Tinetti scale (MD = 4.80; 95%CI = 3.36 to 6.24) with very low-certainty evidence. Analyzing the different immersion level, it was observed a significant difference in the experimental group for the immersive exergames (MD = -9.14; 95%CI = -15.51 to -2.77) with very low-certainty evidence. CONCLUSION: Exergames applied at home showed good usability and had significant effects on functional balance compared to usual care or no intervention, especially in the immersive modality. TRIAL REGISTRATION: PROSPERO registration number: CRD42022343290.


Subject(s)
Exercise Therapy , Postural Balance , Video Games , Humans , Postural Balance/physiology , Aged , Exercise Therapy/methods , Middle Aged , Quality of Life , Randomized Controlled Trials as Topic , Male , Exercise/physiology , Female
2.
BMJ Open ; 13(4): e069567, 2023 04 05.
Article in English | MEDLINE | ID: mdl-37019488

ABSTRACT

INTRODUCTION: Exergames are used in the clinical practice of geriatric rehabilitation to increase physical activity levels and motivate players/patients. Their use in the home environment makes it possible to perform fun, engaging and interactive training with a large number of repetitions, thereby reducing the negative repercussions of postural imbalance in older adults. The aim of this systematic review is to collate and analyse evidence on the usability of exergames as a tool for home-based balance training for older adults. METHODS AND ANALYSIS: We will include randomised controlled trials involving healthy older adults (aged 60 years or older) who are described as having impaired static or dynamic balance using any subjective or objective assessment criteria. We will search Web of Science, MEDLINE, Embase, Scopus, ScienceDirect and the Cochrane Library from database inception to December 2022. CLINICALTRIALS: gov, the WHO International Clinical Trials Registry Platform and ReBEC will be searched for ongoing or unpublished trials. Two independent reviewers will screen the studies and extract the data. The findings will be presented in the text and tables, and if possible, relevant meta-analyses will be performed. The risk of bias and the quality of evidence will be assessed based on the recommendations of the Cochrane Handbook and Grading of Recommendations, Assessment, Development and Evaluation, respectively. ETHICS AND DISSEMINATION: Ethical approval was not required because of the nature of this study. Findings will be disseminated through peer-reviewed publications, conference presentations and through clinical rehabilitation networks. PROSPERO REGISTRATION NUMBER: CRD42022343290.


Subject(s)
Exergaming , Health Status , Humans , Aged , Systematic Reviews as Topic
3.
Brain Inj ; 33(11): 1430-1435, 2019.
Article in English | MEDLINE | ID: mdl-31322001

ABSTRACT

Primary Objective: To compare the level of motor, sensory and functional impairment of individuals hospitalized in a stroke unit in Brazil at the time of admission and the profile observed at hospital discharge. Design: Observational and longitudinal outcome study. Methods and Procedure: We assessed 41 patients with ischemic stroke at admission and hospital discharge by using the National Institute of Health Stroke Scale (NIHSS), Fugl-Meyer Physical Performance Scale (FM), Functional Independence Measure (FIM) and Modified Rankin Scale (mRS) and divided in the group that received or not the thrombolytic therapy. Were used wilcoxon and spearman tests. Results: Significant differences were found between admission and hospital discharge assessment (p < .0001) indicating clinical improvement for individuals submitted to thrombolytic treatment. A moderate correlation was observed for total FM and total FIM (ρ = 0.729; p value<.0001); total FM and motor FIM (ρ = 0.705; p value<.0001); and a moderate negative correlation for NIHSS and total FM (ρ = -0.709; p value<.0001). Strong correlation between motor FIM and total FIM was also observed (ρ = 0.972; p value<.0001). Conclusions: Clinical severity was softened along the hospitalization period. The clinical, motor, sensory and functional characterization enlarges the understanding of the stroke sequelae, besides monitoring the deficits and the level of disability in this population in Brazil.


Subject(s)
Activities of Daily Living , Brain Ischemia/diagnosis , Recovery of Function/physiology , Stroke/diagnosis , Aged , Aged, 80 and over , Brain Ischemia/drug therapy , Brain Ischemia/physiopathology , Brazil , Disability Evaluation , Disabled Persons , Female , Fibrinolytic Agents/therapeutic use , Humans , Longitudinal Studies , Male , Middle Aged , Patient Admission , Patient Discharge , Severity of Illness Index , Stroke/drug therapy , Stroke/physiopathology , Stroke Rehabilitation , Tissue Plasminogen Activator/therapeutic use , Treatment Outcome
4.
NeuroRehabilitation ; 44(3): 353-360, 2019.
Article in English | MEDLINE | ID: mdl-31177246

ABSTRACT

BACKGROUND: Activity levels and disturbances of the sleep-wake pattern affect health and quality of life and need to be further explored in patients with stroke. OBJECTIVE: To evaluate activity levels and their association with sleep-wake patterns in patients with stroke. METHODS: Ten adults with (51±6 years) and 10 without stroke (52±7 years) participated in the study; they were matched on age, sex and educational level. Neurological status, motor function, sleep quality, and activity levels were measured. The groups were compared using Student t-tests and the association between the measures was assessed using Pearson's correlation. RESULTS: Compared to people without stroke, those with stroke had worse sleep quality (p = 0.044), twice lower 24h-activity levels (p < 0.0001), higher interdaily stability and intradaily variability, lower activity during the most active 10 h and during the least active 5 h. Sleep quality was associated with activity level (r= -0.72) and with within-day activity variability (r= 0.53). CONCLUSIONS: Activity level and fragmentation are associated with sleep-wake patterns and sleep quality in patients with stroke.


Subject(s)
Circadian Rhythm/physiology , Quality of Life/psychology , Sleep/physiology , Stroke/physiopathology , Stroke/psychology , Wakefulness/physiology , Adult , Aged , Female , Humans , Longitudinal Studies , Male , Middle Aged , Sleep Stages/physiology
5.
Neurol Res ; 40(3): 160-165, 2018 Mar.
Article in English | MEDLINE | ID: mdl-29291703

ABSTRACT

The aim of the study was to describe the technique of an electroencephalographic (EEG) assessment using the Emotiv EPOC® during the performance of a virtual reality motor task and compare theta, alpha, beta and gamma power frequencies between left and right hemispheres. This is technical note in which 9 healthy young subjects were submitted to an evaluation with Emotiv EPOC® during the Nintendo® Wii 'Basic Step' virtual game using the Wii Balance Board (WBB) on a support 13 centimeters high. The Wilcoxon statistical test was applied and pairing between the cerebral hemispheres was performed. Participants had a mean age of 22.55 ± 2.78 years, 77.8% were right-handed, and 22.8% had no experience with the selected virtual game. According to dominancy (right handed n = 7; and left handed n = 2), it was observed that the right-handed individuals showed significantly greater difference in the right hemisphere in the EEG in front region (gamma power in channels AF4, p = 0.028 and F4, p = 0.043) and parietal region (theta and beta power in P8 channel, p = 0.043), while alpha power showed a greater activity in the left hemisphere (P7 channel, p = 0.043). Considering the inter-hemispheric analysis, it was observed that the right hemisphere presented a higher activation potential in the frontal lobe for gamma waves (p = 0.038 for AF3-AF4 channels), and in the temporal lobe for beta and alpha waves (p = 0.021). This study showed that the virtual environment can provide distinct cortical activation patterns considering an inter-hemispheric analysis, highlighting greater activation potential in the right hemisphere.


Subject(s)
Brain Waves/physiology , Brain/physiology , Electroencephalography , Virtual Reality , Female , Humans , Male , Spectrum Analysis , Young Adult
6.
NeuroRehabilitation ; 40(3): 391-400, 2017.
Article in English | MEDLINE | ID: mdl-28222559

ABSTRACT

BACKGROUND: Virtual Reality (VR) has been contributing to Neurological Rehabilitation because of its interactive and multisensory nature, providing the potential of brain reorganization. Given the use of mobile EEG devices, there is the possibility of investigating how the virtual therapeutic environment can influence brain activity. OBJECTIVE: To compare theta, alpha, beta and gamma power in healthy young adults during a lower limb motor task in a virtual and real environment. METHODS: Ten healthy adults were submitted to an EEG assessment while performing a one-minute task consisted of going up and down a step in a virtual environment - Nintendo Wii virtual game "Basic step" - and in a real environment. RESULTS: Real environment caused an increase in theta and alpha power, with small to large size effects mainly in the frontal region. VR caused a greater increase in beta and gamma power, however, with small or negligible effects on a variety of regions regarding beta frequency, and medium to very large effects on the frontal and the occipital regions considering gamma frequency. CONCLUSIONS: Theta, alpha, beta and gamma activity during the execution of a motor task differs according to the environment that the individual is exposed - real or virtual - and may have varying size effects if brain area activation and frequency spectrum in each environment are taken into consideration.


Subject(s)
Brain Waves/physiology , Brain/physiology , Environment , Lower Extremity/physiology , Psychomotor Performance/physiology , Virtual Reality , Adult , Brain Mapping/methods , Cross-Over Studies , Cross-Sectional Studies , Female , Humans , Male , Young Adult
SELECTION OF CITATIONS
SEARCH DETAIL