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Effects of an interactive handgrip game on surgical patients requiring intensive care: An assessor-blinded randomized controlled trial.
Han, Ping-Hsuan; Shih, Chun-Ying; Wang, An-Yi; Chen, Yi-Chen; Yang, Chi-Chen; Fan, Yen-Chun; Hsiang, Hui-Fen; Chiu, Hsiao-Yean.
Afiliação
  • Han PH; Department of Interaction Design, National Taipei University of Technology, Taipei, Taiwan.
  • Shih CY; School of Nursing, College of Nursing, Taipei Medical University, Taipei, Taiwan.
  • Wang AY; Department of Critical Care Medicine, Taipei Medical University Hospital, Taipei, Taiwan; Department of Critical Care Medicine, Fu Jen Catholic University Hospital, Fu Jen Catholic University, New Taipei City, Taiwan; School of Medicine, College of Medicine, Fu Jen Catholic University, New Taipei Ci
  • Chen YC; School of Nursing, College of Nursing, Taipei Medical University, Taipei, Taiwan.
  • Yang CC; Department of Nursing, Taipei Medical University Hospital, Taipei, Taiwan.
  • Fan YC; College of Public Health, Taipei Medical University, Taipei, Taiwan.
  • Hsiang HF; Department of Nursing, Taipei Medical University Hospital, Taipei, Taiwan.
  • Chiu HY; School of Nursing, College of Nursing, Taipei Medical University, Taipei, Taiwan; Department of Nursing, Taipei Medical University Hospital, Taipei, Taiwan; Research Center of Sleep Medicine, Taipei Medical University Hospital, Taipei, Taiwan; Research Center of Sleep Medicine, College of Medicine,
Intensive Crit Care Nurs ; 78: 103474, 2023 Oct.
Article em En | MEDLINE | ID: mdl-37354696
ABSTRACT

OBJECTIVE:

To explore the effect of an interactive handgrip game on psychological distress and handgrip strength among critically ill surgical patients.

DESIGN:

A randomised controlled trial.

SETTING:

A surgical intensive care unit. INTERVENTION Participants were enrolled in the program within 48 hours of admission to the intensive care unit. Patients in the intervention group played a 20-minute interactive handgrip game twice daily for a maximum of three days in the intensive care unit in addition to routinely passive physical rehabilitation. Patients in the routine care group had a daily target of 20 min of passive physical rehabilitation as needed. MEASUREMENT The primary outcomes included depression, anxiety, and stress measured using the shortened version of the Depression Anxiety Stress Score scale. The secondary outcomes were perceived sleep evaluated using the Richards-Campbell Sleep Questionnaire, delirium assessed using the Intensive Care Delirium Screening Checklist, and handgrip strength measured using handgrip dynamometry within a handgrip device.

RESULTS:

Two hundred and twenty-seven patients were eligible and 70 patients were recruited in the intervention (n = 35) and routine care groups (n = 35). The patients in the intervention group had lower scores (median = 6.0, 4.0, and 12.0) for depression, anxiety, and stress compared with those in the routine care group (12.0, 12.0, and 20.0; all p < 0.05). The interactive handgrip game did not significantly improve sleep quality and prevent the occurrence of delirium (both p > 0.05). The patients who received the interactive handgrip game intervention exhibited significantly enhanced handgrip strength in both hands over time (both p < 0.001).

CONCLUSION:

An interactive handgrip game may benefit the psychological well-being and handgrip strength of critically ill patients. IMPLICATIONS FOR CLINICAL PRACTICE Interactive handgrip games is effective active exercise which should be integrated into routine nursing practice.
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Texto completo: 1 Coleções: 01-internacional Base de dados: MEDLINE Assunto principal: Força da Mão / Delírio Tipo de estudo: Clinical_trials Limite: Humans Idioma: En Ano de publicação: 2023 Tipo de documento: Article

Texto completo: 1 Coleções: 01-internacional Base de dados: MEDLINE Assunto principal: Força da Mão / Delírio Tipo de estudo: Clinical_trials Limite: Humans Idioma: En Ano de publicação: 2023 Tipo de documento: Article