回復期脳卒中患者に対するエクサゲームを併用した理学療法の実行可能性 ABAシングルケースデザインによる検証

【目的】回復期脳卒中患者に対するリングフィットアドベンチャー(Ring Fit Adventure:RFA)によるエクサゲーム(Exergame:EG)を併用した理学療法の実行可能性を検証した。【方法】80歳代男性の脳梗塞例に,A期を通常理学療法,B期をEGトレーニングと通常理学療法としてABAシングルケースデザインを行った。測定は,心理的指標としてPhysical activity enjoyment scale, 認知的指標として反応時間,Stroop color-word interference test, 身体的指標として30秒椅子立ち上がりテスト,Berg balance scal...

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Published in理学療法学 Vol. 50; no. 4; pp. 148 - 154
Main Authors 菅波, 美穂, 森田, 新平, 武井, 圭一
Format Journal Article
LanguageJapanese
Published 一般社団法人日本理学療法学会連合 20.08.2023
日本理学療法学会連合
Subjects
Online AccessGet full text
ISSN0289-3770
2189-602X
DOI10.15063/rigaku.12385

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Abstract 【目的】回復期脳卒中患者に対するリングフィットアドベンチャー(Ring Fit Adventure:RFA)によるエクサゲーム(Exergame:EG)を併用した理学療法の実行可能性を検証した。【方法】80歳代男性の脳梗塞例に,A期を通常理学療法,B期をEGトレーニングと通常理学療法としてABAシングルケースデザインを行った。測定は,心理的指標としてPhysical activity enjoyment scale, 認知的指標として反応時間,Stroop color-word interference test, 身体的指標として30秒椅子立ち上がりテスト,Berg balance scale(BBS),Timed up & go testとした。【結果】BBSは,全期間で改善し,B期において最も大きく改善した。【結論】回復期脳卒中患者に対するRFAによるEGは,従来の理学療法によるバランス改善の効果を促進するプログラムとして理学療法に併用できる可能性が示唆された。
AbstractList 「要旨」【目的】回復期脳卒中患者に対するリングフィットアドベンチャー(Ring Fit Adventure:RFA)によるエクサゲーム(Exergame:EG)を併用した理学療法の実行可能性を検証した. 【方法】80歳代男性の脳梗塞例に, A期を通常理学療法, B期をEGトレーニングと通常理学療法としてABAシングルケースデザインを行った. 測定は, 心理的指標としてPhysical activity enjoyment scale, 認知的指標として反応時間, Stroop color-word interference test, 身体的指標として30秒椅子立ち上がりテスト, Berg balance scale(BBS), Timed up & go testとした. 【結果】BBSは, 全期間で改善し, B期において最も大きく改善した. 【結論】回復期脳卒中患者に対するRFAによるEGは, 従来の理学療法によるバランス改善の効果を促進するプログラムとして理学療法に併用できる可能性が示唆された.
【目的】回復期脳卒中患者に対するリングフィットアドベンチャー(Ring Fit Adventure:RFA)によるエクサゲーム(Exergame:EG)を併用した理学療法の実行可能性を検証した。【方法】80歳代男性の脳梗塞例に,A期を通常理学療法,B期をEGトレーニングと通常理学療法としてABAシングルケースデザインを行った。測定は,心理的指標としてPhysical activity enjoyment scale, 認知的指標として反応時間,Stroop color-word interference test, 身体的指標として30秒椅子立ち上がりテスト,Berg balance scale(BBS),Timed up & go testとした。【結果】BBSは,全期間で改善し,B期において最も大きく改善した。【結論】回復期脳卒中患者に対するRFAによるEGは,従来の理学療法によるバランス改善の効果を促進するプログラムとして理学療法に併用できる可能性が示唆された。
Author 森田, 新平
菅波, 美穂
武井, 圭一
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References 8) LeBlanc AG, Chaput JP, et al.: Active video games and health indicators in children and youth: A systematic review. PLoS One. 2013; 8: e65351.
28) Kendzierski D, DeCarlo KJ: Physical activity enjoyment scale: Two validation studies. J Sport Exerc Psychol. 1991; 13: 50–64.
42) Barcala L, Grecco LA, et al.: Visual biofeedback balance training using Wii Fit after stroke: A randomized controlled trial. J Phys Ther Sci. 2013; 25: 1027–1032.
26) Takei K, Morita S, et al.: Safety, feasibility, and acceptability of physiotherapy combined with strength training using active video games for older patients with musculoskeletal conditions. Disabil Rehabil Assist Technol. 2022; 24: 1–7.
3) Huber SK, Held JPO, et al.: Personalized motor-cognitive exergame training in chronic stroke patients—A feasibility study—. Front Aging Neurosci. 2021; 13: 730801.
15) Shahhar AZM, Qasheesh M, et al.: Effectiveness of Nintendo Wii on balance in people with parkinson’s disease: A systematic review. J Lifestyle Med. 2022; 12: 105–112.
17) Calafiore D, Invernizzi M, et al.: Efficacy of virtual reality and exergaming in improving balance in patients with multiple sclerosis: A systematic review and meta-analysis. Front Neurol. 2021; 12: 773459.
7) Foley L, Maddison R: Use of active video games to increase physical activity in children: A (virtual) reality? Pediatr Exerc Sci. 2010; 22: 7–20.
9) Kamnardsiri T, Phirom K, et al.: An interactive physical-cognitive game-based training system using Kinect for older adults: Development and usability study. JMIR Serious Games. 2021; 9: e27848.
29) ベス H. マーカス,リーアン H. フォーサイス:行動科学を活かした身体活動運動支援—活動的なライフスタイルへの動機付け—.下光輝一,中村好男,他(訳),大修館書店,東京,2006, pp. 71–73.
18) Collado-Mateo D, Merellano-Navarro E, et al.: Effect of exergames on musculoskeletal pain: A systematic review and meta-analysis. Scand J Med Sci Sports. 2018; 28: 760–771.
35) Lyders Johansen K, Derby Stistrup R, et al.: Absolute and relative reliability of the timed ‘Up & Go’ test and ‘30second chair-stand’ test in hospitalised patients with stroke. PLoS One. 2016; 11: e0165663.
19) Blasco-Peris C, Fuertes-Kenneally L, et al.: Effects of Exergaming in patients with cardiovascular disease compared to conventional cardiac rehabilitation: A systematic review and meta-analysis. Int J Environ Res Public Health. 2022; 19: 3492.
16) De Angelis M, Lavorgna L, et al.: Digital Technology in Clinical Trials for Multiple Sclerosis: Systematic Review. J Clin Med. 2021; 10: 2328.
1) Perez-Marcos D: Virtual reality experiences, embodiment, videogames and their dimensions in neurorehabilitation. J Neuroeng Rehabil. 2018; 15: 113.
47) Pashler H: Dual-task interference in simple tasks: Data and theory. Psychol Bull. 1994; 116: 220–244.
30) Karssemeijer EGA, Aaronson JA, et al.: The quest for synergy between physical exercise and cognitive stimulation via exergaming in people with dementia: A randomized controlled trial. Alzheimers Res Ther. 2019; 11: 3.
33) Scarpina F, Tagini S: The stroop color and word test. Front Psychol. 2017; 12: 557.
5) Mura G, Carta MG, et al.: Active exergames to improve cognitive functioning in neurological disabilities: A systematic review and meta-analysis. Eur J Phys Rehabil Med. 2018; 54: 450–462.
37) Podsiadlo D, Richardson S: The timed “Up & Go”: A test of basic functional mobility for frail elderly persons. J Am Geriatr Soc. 1991; 39: 142–148.
22) Nudo RJ, Milliken GW, et al.: Use-dependent alterations of movement representations in primary motor cortex of adult squirrel monkeys. J Neurosci. 1996; 16: 785–807.
46) Ghai S, Ghai I, et al.: Effects of dual tasks and dual-task training on postural stability: A systematic review and meta-analysis. Clin Interv Aging. 2017; 12: 557–577.
24) Chen L, Lo WL, et al.: Effect of virtual reality on postural and balance control in patients with stroke: A systematic literature review. BioMed Res Int. 2016; 2016: 7309272.
31) Maillot P, Perrot A, et al.: Effects of interactive physical-activity video-game training on physical and cognitive function in older adults. Psychol Aging. 2012; 27: 589–600.
11) Chen Y, Zhang Y, et al.: Comparison between the effects of exergame intervention and traditional physical training on improving balance and fall prevention in healthy older adults: A systematic review and meta-analysis. J Neuroeng Rehabil. 2021; 18: 164.
27) Hung JW, Chou CX, et al.: Randomized comparison trial of balance training by using exergaming and conventional weight-shift therapy in patients with chronic stroke. Arch Phys Med Rehabil. 2014; 95: 1629–1637.
6) Chen SC, Lin CH, et al.: Feasibility and effect of interactive telerehabilitation on balance in individuals with chronic stroke: A pilot study. J Neuroeng Rehabil. 2021; 18: 71.
13) Chan KGF, Jiang Y, et al.: Effects of exergaming on functional outcomes in people with chronic stroke: A systematic review and meta-analysis. J Adv Nurs. 2022; 78: 929–946.
23) Lee HS, Park YJ, et al.: The effects of virtual reality training on function in chronic stroke patients: A systematic review and meta-analysis. BioMed Res Int. 2019; 2019: 7595639.
41) Bower KJ, Clark RA, et al.: Clinical feasibility of the Nintendo Wii™ for balance training post-stroke: A phase II randomized controlled trial in an inpatient setting. Clin Rehabil. 2014; 28: 912–923.
36) Berg K, Wood-Dauphinee S, et al.: The balance scale: Reliability assessment with elderly residents and patients with an acute stroke. Scand J Rehabil Med. 1995; 27: 27–36.
25) Skjæret N, Nawaz A, et al.: Exercise and rehabilitation delivered through exergames in older adults: An integrative review of technologies, safety and efficacy. Int J Med Inform. 2016; 85: 1–16.
34) Peirce JW: PsychoPy—Psychophysics software in Python—. J Neurosci Methods. 2007; 162: 8–13.
4) Wang RY, Huang YC, et al.: Effects of exergame-based dual-task training on executive function and dual-task performance in community-dwelling older people: A randomized-controlled trial. Games Health J. 2021; 10: 347–354.
21) Nudo RJ, Wise BM, et al.: Neural substrates for the effects of rehabilitative training on motor recovery after ischemic infarct. Science. 1996; 272: 1791–1794.
43) Rajaratnam BS, Gui Kaien J, et al.: Does the inclusion of virtual reality games within conventional rehabilitation enhance balance retraining after a recent episode of stroke? Rehabil Res Pract. 2013; 2013: 649561.
38) Huber SK, Knols RH, et al.: Motor-cognitive intervention concepts can improve gait in chronic stroke, but their effect on cognitive functions is unclear: A systematic review with meta-analyses. Neurosci Biobehav Rev. 2022; 132: 818–837.
10) Abd-Alrazaq A, Alhuwail D, et al.: The effectiveness of serious games in improving memory among older adults with cognitive impairment: Systematic review and meta-analysis. JMIR Serious Games. 2022; 10: e35202.
2) Sardi L, Idri A, et al.: A systematic review of gamification in e-health. J Biomed Inform. 2017; 71: 31–48.
40) Wickelgren WA: Speed-accuracy tradeoff and information processing dynamics. Acta Psychol (Amst). 1977; 41: 67–85.
12) Gelineau A, Perrochon A, et al.: Measured and perceived effects of upper limb home-based exergaming interventions on activity after stroke: A systematic review and meta-analysis. Int J Environ Res Public Health. 2022; 19: 9112.
39) 村地悌二,中西孝雄,他:加令による視覚単純反応時間の変化.日本老年医学会雑誌.1965; 2: 8–12.
32) 大久保街亜:反応時間分析における外れ値の処理.専修人間科学論集 心理学篇.2011; 1: 81–89.
14) Garcia-Agundez A, Folkerts AK, et al.: Recent advances in rehabilitation for Parkinson’s Disease with Exergames: A Systematic Review. J Neuroeng Rehabil. 2019; 16: 17.
45) Wulf G, McNevin N, et al.: The automaticity of complex motor skill learning as a function of attentional focus. Q J Exp Psychol A. 2001; 54: 1143–1154.
20) Tough D, Robinson J, et al.: The feasibility, acceptability and outcomes of exergaming among individuals with cancer: A systematic review. BMC Cancer. 2018; 18: 1151.
44) Liu H, Xing Y, et al.: Effect of Wii Fit exercise with balance and lower limb muscle strength in older adults: A meta-analysis. Front Med (Lausanne). 2022; 9: 812570.
References_xml – reference: 27) Hung JW, Chou CX, et al.: Randomized comparison trial of balance training by using exergaming and conventional weight-shift therapy in patients with chronic stroke. Arch Phys Med Rehabil. 2014; 95: 1629–1637.
– reference: 16) De Angelis M, Lavorgna L, et al.: Digital Technology in Clinical Trials for Multiple Sclerosis: Systematic Review. J Clin Med. 2021; 10: 2328.
– reference: 26) Takei K, Morita S, et al.: Safety, feasibility, and acceptability of physiotherapy combined with strength training using active video games for older patients with musculoskeletal conditions. Disabil Rehabil Assist Technol. 2022; 24: 1–7.
– reference: 11) Chen Y, Zhang Y, et al.: Comparison between the effects of exergame intervention and traditional physical training on improving balance and fall prevention in healthy older adults: A systematic review and meta-analysis. J Neuroeng Rehabil. 2021; 18: 164.
– reference: 33) Scarpina F, Tagini S: The stroop color and word test. Front Psychol. 2017; 12: 557.
– reference: 35) Lyders Johansen K, Derby Stistrup R, et al.: Absolute and relative reliability of the timed ‘Up & Go’ test and ‘30second chair-stand’ test in hospitalised patients with stroke. PLoS One. 2016; 11: e0165663.
– reference: 12) Gelineau A, Perrochon A, et al.: Measured and perceived effects of upper limb home-based exergaming interventions on activity after stroke: A systematic review and meta-analysis. Int J Environ Res Public Health. 2022; 19: 9112.
– reference: 43) Rajaratnam BS, Gui Kaien J, et al.: Does the inclusion of virtual reality games within conventional rehabilitation enhance balance retraining after a recent episode of stroke? Rehabil Res Pract. 2013; 2013: 649561.
– reference: 4) Wang RY, Huang YC, et al.: Effects of exergame-based dual-task training on executive function and dual-task performance in community-dwelling older people: A randomized-controlled trial. Games Health J. 2021; 10: 347–354.
– reference: 17) Calafiore D, Invernizzi M, et al.: Efficacy of virtual reality and exergaming in improving balance in patients with multiple sclerosis: A systematic review and meta-analysis. Front Neurol. 2021; 12: 773459.
– reference: 30) Karssemeijer EGA, Aaronson JA, et al.: The quest for synergy between physical exercise and cognitive stimulation via exergaming in people with dementia: A randomized controlled trial. Alzheimers Res Ther. 2019; 11: 3.
– reference: 8) LeBlanc AG, Chaput JP, et al.: Active video games and health indicators in children and youth: A systematic review. PLoS One. 2013; 8: e65351.
– reference: 15) Shahhar AZM, Qasheesh M, et al.: Effectiveness of Nintendo Wii on balance in people with parkinson’s disease: A systematic review. J Lifestyle Med. 2022; 12: 105–112.
– reference: 42) Barcala L, Grecco LA, et al.: Visual biofeedback balance training using Wii Fit after stroke: A randomized controlled trial. J Phys Ther Sci. 2013; 25: 1027–1032.
– reference: 28) Kendzierski D, DeCarlo KJ: Physical activity enjoyment scale: Two validation studies. J Sport Exerc Psychol. 1991; 13: 50–64.
– reference: 29) ベス H. マーカス,リーアン H. フォーサイス:行動科学を活かした身体活動運動支援—活動的なライフスタイルへの動機付け—.下光輝一,中村好男,他(訳),大修館書店,東京,2006, pp. 71–73.
– reference: 36) Berg K, Wood-Dauphinee S, et al.: The balance scale: Reliability assessment with elderly residents and patients with an acute stroke. Scand J Rehabil Med. 1995; 27: 27–36.
– reference: 7) Foley L, Maddison R: Use of active video games to increase physical activity in children: A (virtual) reality? Pediatr Exerc Sci. 2010; 22: 7–20.
– reference: 45) Wulf G, McNevin N, et al.: The automaticity of complex motor skill learning as a function of attentional focus. Q J Exp Psychol A. 2001; 54: 1143–1154.
– reference: 40) Wickelgren WA: Speed-accuracy tradeoff and information processing dynamics. Acta Psychol (Amst). 1977; 41: 67–85.
– reference: 19) Blasco-Peris C, Fuertes-Kenneally L, et al.: Effects of Exergaming in patients with cardiovascular disease compared to conventional cardiac rehabilitation: A systematic review and meta-analysis. Int J Environ Res Public Health. 2022; 19: 3492.
– reference: 39) 村地悌二,中西孝雄,他:加令による視覚単純反応時間の変化.日本老年医学会雑誌.1965; 2: 8–12.
– reference: 23) Lee HS, Park YJ, et al.: The effects of virtual reality training on function in chronic stroke patients: A systematic review and meta-analysis. BioMed Res Int. 2019; 2019: 7595639.
– reference: 31) Maillot P, Perrot A, et al.: Effects of interactive physical-activity video-game training on physical and cognitive function in older adults. Psychol Aging. 2012; 27: 589–600.
– reference: 46) Ghai S, Ghai I, et al.: Effects of dual tasks and dual-task training on postural stability: A systematic review and meta-analysis. Clin Interv Aging. 2017; 12: 557–577.
– reference: 5) Mura G, Carta MG, et al.: Active exergames to improve cognitive functioning in neurological disabilities: A systematic review and meta-analysis. Eur J Phys Rehabil Med. 2018; 54: 450–462.
– reference: 10) Abd-Alrazaq A, Alhuwail D, et al.: The effectiveness of serious games in improving memory among older adults with cognitive impairment: Systematic review and meta-analysis. JMIR Serious Games. 2022; 10: e35202.
– reference: 38) Huber SK, Knols RH, et al.: Motor-cognitive intervention concepts can improve gait in chronic stroke, but their effect on cognitive functions is unclear: A systematic review with meta-analyses. Neurosci Biobehav Rev. 2022; 132: 818–837.
– reference: 1) Perez-Marcos D: Virtual reality experiences, embodiment, videogames and their dimensions in neurorehabilitation. J Neuroeng Rehabil. 2018; 15: 113.
– reference: 2) Sardi L, Idri A, et al.: A systematic review of gamification in e-health. J Biomed Inform. 2017; 71: 31–48.
– reference: 9) Kamnardsiri T, Phirom K, et al.: An interactive physical-cognitive game-based training system using Kinect for older adults: Development and usability study. JMIR Serious Games. 2021; 9: e27848.
– reference: 34) Peirce JW: PsychoPy—Psychophysics software in Python—. J Neurosci Methods. 2007; 162: 8–13.
– reference: 21) Nudo RJ, Wise BM, et al.: Neural substrates for the effects of rehabilitative training on motor recovery after ischemic infarct. Science. 1996; 272: 1791–1794.
– reference: 32) 大久保街亜:反応時間分析における外れ値の処理.専修人間科学論集 心理学篇.2011; 1: 81–89.
– reference: 14) Garcia-Agundez A, Folkerts AK, et al.: Recent advances in rehabilitation for Parkinson’s Disease with Exergames: A Systematic Review. J Neuroeng Rehabil. 2019; 16: 17.
– reference: 22) Nudo RJ, Milliken GW, et al.: Use-dependent alterations of movement representations in primary motor cortex of adult squirrel monkeys. J Neurosci. 1996; 16: 785–807.
– reference: 3) Huber SK, Held JPO, et al.: Personalized motor-cognitive exergame training in chronic stroke patients—A feasibility study—. Front Aging Neurosci. 2021; 13: 730801.
– reference: 24) Chen L, Lo WL, et al.: Effect of virtual reality on postural and balance control in patients with stroke: A systematic literature review. BioMed Res Int. 2016; 2016: 7309272.
– reference: 18) Collado-Mateo D, Merellano-Navarro E, et al.: Effect of exergames on musculoskeletal pain: A systematic review and meta-analysis. Scand J Med Sci Sports. 2018; 28: 760–771.
– reference: 13) Chan KGF, Jiang Y, et al.: Effects of exergaming on functional outcomes in people with chronic stroke: A systematic review and meta-analysis. J Adv Nurs. 2022; 78: 929–946.
– reference: 41) Bower KJ, Clark RA, et al.: Clinical feasibility of the Nintendo Wii™ for balance training post-stroke: A phase II randomized controlled trial in an inpatient setting. Clin Rehabil. 2014; 28: 912–923.
– reference: 20) Tough D, Robinson J, et al.: The feasibility, acceptability and outcomes of exergaming among individuals with cancer: A systematic review. BMC Cancer. 2018; 18: 1151.
– reference: 44) Liu H, Xing Y, et al.: Effect of Wii Fit exercise with balance and lower limb muscle strength in older adults: A meta-analysis. Front Med (Lausanne). 2022; 9: 812570.
– reference: 37) Podsiadlo D, Richardson S: The timed “Up & Go”: A test of basic functional mobility for frail elderly persons. J Am Geriatr Soc. 1991; 39: 142–148.
– reference: 25) Skjæret N, Nawaz A, et al.: Exercise and rehabilitation delivered through exergames in older adults: An integrative review of technologies, safety and efficacy. Int J Med Inform. 2016; 85: 1–16.
– reference: 6) Chen SC, Lin CH, et al.: Feasibility and effect of interactive telerehabilitation on balance in individuals with chronic stroke: A pilot study. J Neuroeng Rehabil. 2021; 18: 71.
– reference: 47) Pashler H: Dual-task interference in simple tasks: Data and theory. Psychol Bull. 1994; 116: 220–244.
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Snippet 【目的】回復期脳卒中患者に対するリングフィットアドベンチャー(Ring Fit Adventure:RFA)によるエクサゲーム(Exergame:EG)を併用した理学療法の実行可能性を検...
「要旨」【目的】回復期脳卒中患者に対するリングフィットアドベンチャー(Ring Fit Adventure:RFA)によるエクサゲーム(Exergame:EG)を併用した理学療法の実行可能性を検...
SourceID medicalonline
jstage
SourceType Publisher
StartPage 148
SubjectTerms エクサゲーム
理学療法
脳卒中
Subtitle ABAシングルケースデザインによる検証
Title 回復期脳卒中患者に対するエクサゲームを併用した理学療法の実行可能性
URI https://www.jstage.jst.go.jp/article/rigaku/50/4/50_12385/_article/-char/ja
http://mol.medicalonline.jp/en/journal/download?GoodsID=cb3physi/2023/005004/005&name=0148-0154j
Volume 50
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ispartofPNX 理学療法学, 2023/08/20, Vol.50(4), pp.148-154
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