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Interactive Video Gaming Improves Functional Balance in Poststroke Individuals: Meta-Analysis of Randomized Controlled Trials

机译:互动视频游戏在失败者中提高了功能平衡:随机对照试验的荟萃分析

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The main objective of this study was to evaluate the effects of interactive video games on functional balance and mobility in poststroke individuals. The Health Science databases accessed included Medline via PubMed, LILACS, SciELO, and PEDro. The inclusion criteria were as follows: clinical studies evaluating the use of interactive video games as a treatment to improve functional balance and mobility in individuals poststroke and studies published in the Brazilian Portuguese, English, or Spanish language between 2005 and April 2016. PEDro Scale was used to analyze the methodological quality of the studies. The Berg Balance Scale and Timed Up and Go Test (TUGT) data were evaluated using a meta-analysis, the publication bias was assessed by funnel plots, and the heterogeneity of the studies by I ~(2)statistic. Eleven studies were included in the final analysis. Functional balance improved in individuals treated using interactive video games (mean difference = 2.24, 95% confidence interval [0.45, 4.04], p = .01), but no improvement was observed in mobility as measured by TUGT. The studies presented low heterogeneity (24%). The mean score on the PEDro Scale was 6.2 ± 1.9. Interactive video games were effective in improving functional balance but did not influence the mobility of individuals poststroke.
机译:本研究的主要目的是评估互动视频游戏对失败者在失败者中的功能平衡和移动性的影响。通过PubMed,Lilacs,Scielo和Pedro访问的健康科学数据库包括Medline。纳入标准如下:临床研究评估互动视频游戏的使用作为改善在2005年至2016年间巴西葡萄牙语,英语或西班牙语的个人失败和研究中的功能平衡和流动性.Pedro Scale是用于分析研究的方法论质量。使用META分析评估BERG平衡标度和定时和去测试(TUGT)数据,通过漏斗图评估出版物偏压,以及I〜(2)统计学的研究的异质性。最终分析中包含11项研究。使用交互式视频处理处理的个体功能平衡(平均差异= 2.24,95%置信区间[0.45,4.04],p = .01),但在通过Tugt测量的移动性中没有观察到改善。研究表现出低异质性(24%)。佩德罗秤上的平均得分为6.2±1.9。互动视频游戏在改善功能平衡方面有效,但没有影响因个人失败的流动性。

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