The Usability and Effect of a Novel Intelligent Rehabilitation Exergame System on Quality of Life in Frail Older Adults: Prospective Cohort Study

可用性 康复 医学 物理医学与康复 物理疗法 队列 生活质量(医疗保健) 队列研究 老年人跌倒 日常生活活动 毒物控制 人为因素与人体工程学 医疗急救 计算机科学 护理部 病理 内科学 人机交互
作者
Chien-Hsiang Chang,Chun‐Chun Wei,Wei‐Chih Lien,Tai‐Hua Yang,Bo Liu,Y.‐H. Lin,Poh Thong Tan,Yang‐Cheng Lin
出处
期刊:JMIR serious games [JMIR Publications]
卷期号:13: e50669-e50669
标识
DOI:10.2196/50669
摘要

Abstract Background Aging in older adults results in a decline in physical function and quality of daily life. Due to the COVID-19 pandemic, the exercise frequency among older adults decreased, further contributing to frailty. Traditional rehabilitation using repetitive movements tends not to attract older adults to perform independently. Objective Intelligent Rehabilitation Exergame System (IRES), a novel retro interactive exergame that incorporates real-time surface electromyography, was developed and evaluated. Methods Frail older adults were invited to use the IRES for rehabilitation using lower limb training twice per week for 4 weeks. Participants were required to have no mobility or communication difficulties and be willing to complete the 4-week study. The enrolled cohort had baseline scores ranging from 1 to 5 on the Clinical Frailty Scale, as described by Rockwood et al. Three major lower limb movements (knee extension, plantar flexion, and dorsiflexion) were performed 20 times for each leg within 30 minutes. The surface electromyography collected and analyzed muscle potential signals for review by health care professionals to customize the protocol for the next training. The System Usability Scale (SUS) and Taiwanese version of the EuroQol-5 Dimensions (EQ-5D) were administered after completing the first (week 1, baseline) and last training (week 4, one-month follow-up) to evaluate the usability of the IRES and its effects on the quality of life of participants. Results A total of 49 frail older adults (mean age 74.6 years) were included in the analysis. The usability of the IRES improved according to the mean SUS score, from 82.09 (good) at baseline to 87.14 (good+) at 1-month follow-up. The willingness to use ( t 96 =−4.51; P <.001), learnability ( t 96 =−4.83; P <.001), and confidence ( t 96 =−2.27; P =.02) in working with the IRES increased. After using the IRES for 1 month, significant improvements were observed in the ease of use ( t 47 =2.05; P =.04) and confidence ( t 47 =2.68; P <.001) among participants without previous rehabilitation experience. No sex-based differences in the SUS scores were found at baseline or 1-month follow-up. The quality of life, as assessed by the EQ-5D, improved significantly after 1 month of IRES training compared to that at baseline ( t 96 =6.03; P <.001). Conclusions The novel IRES proposed in this study received positive feedback from frail older adults. Integrating retro-style exergame training into rehabilitation not only improved their rehabilitation motivation but also increased their learning, system operability, and willingness to continue rehabilitation. The IRES provides an essential tool for the new eHealth care service in the post–COVID-19 era.

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