@文章{信息:doi/10.2196/36768,作者=“Kleschnitzki, Jana Marina和Grossmann, Inga和Beyer, Reinhard和Beyer, Luzi”,标题=“使用严肃游戏对护养院老年人运动技能的改变和新冠肺炎的影响:实地研究”,期刊=“JMIR严肃游戏”,年=“2022”,月=“五月”,日=“10”,卷=“10”,数=“2”,页=“e36768”,关键词=“严肃游戏;运动技能;电动机;长期护理;锻炼;运动;冠状病毒的影响;电子健康;老年人;年长的成年人; elder; senior population; aged; care home; intervention effects analysis; COVID-19; pandemic; digital game; digital health; physical activity", abstract="Background: The pandemic has highlighted the importance of low-threshold opportunities for exercise and physical activity. At the beginning of 2020, the COVID-19 pandemic led to many restrictions, which affected seniors in care facilities in the form of severe isolation. The isolation led, among other things, to a lack of exercise, which has led to a multitude of negative effects for this target group. Serious games can potentially help by being used anywhere at any time to strengthen skills with few resources. Objective: The aim of this study is to evaluate the effectiveness of a serious game to strengthen motor skills (study 1) and the influence of pandemic restrictions (study 2) on seniors in care facilities. Methods: The data on motor skills (measured by the Tinetti test) originated from an intervention study with repeated measurements that was interrupted by the pandemic conditions. Data were collected 4 times every 3 months with an intervention group (IG, training 3 times for 1 hour per week) and a control group (CG, no intervention). There were 2 substudies. The first considered the first 6 months until the pandemic restrictions, while the second considered the influence of the restrictions on motor skills. Results: The sample size was 70. The IG comprised 31 (44{\%}) participants, with 22 (71{\%}) female and 9 (29{\%}) male seniors with an average age of 85 years. The CG comprised 39 (56{\%}) participants, with 31 (79{\%}) female and 8 (21{\%}) male seniors with an average age of 87 years. In study 1, mixed-design ANOVA showed no significant interaction between measurement times and group membership for the first measurements (F2.136=1.414, P<.25, partial $\eta$2=.044), but there was a significant difference between the CG (mean 16.23, SD 1.1) and the IG (mean 19.81, SD 1.2) at the third time of measurement (P=.02). In study 2 the mixed-design ANOVA (used to investigate motor skills before and after the pandemic conditions between the 2 groups) couldn't reveal any significant interaction between measurement times and group membership: F1.67=2.997, P<.09, partial $\eta$2=.043. However, there was a significant main effect of the time of measurement: F1.67=5.44, P<.02, partial $\eta${\texttwosuperior}=.075. Conclusions: During the first 6 months, the IG showed increased motor skills, whereas the motor skills of the CG slightly deteriorated and showed a statistically significant difference after 6 months. The pandemic restrictions leveled the difference and showed a significant negative effect on motor skills over 3 months. As our results show, digital games have the potential to break down access barriers and promote necessary maintenance for important skills. The pandemic has highlighted the importance of low-threshold opportunities for exercise and physical activity. This potentially great benefit for the challenges of tomorrow shows the relevance of the topic and demonstrates the urgent need for action and research. Trial Registration: Deutsches Register klinischer Studien DRKS00016633; https://tinyurl.com/yckmj4px ", issn="2291-9279", doi="10.2196/36768", url="https://games.www.mybigtv.com/2022/2/e36768", url="https://doi.org/10.2196/36768", url="http://www.ncbi.nlm.nih.gov/pubmed/35536610" }
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