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    題名: 運用互動式體感遊戲改善肌少症長者身心功能之成效研究
    Effectiveness of Interactive Exergame to Improve Physical and Cognitive Functions in Older Adults with Sarcopenia
    作者: 杜亞璇
    TU, YA-HSUAN
    貢獻者: 高齡健康管理學系碩士班
    李淑君
    關鍵詞: 互動式;體感遊戲;肌少症;長者;身心功能
    cognitive function;interactive exergame;older adults;physical function;sarcopenia
    日期: 2021-12-09
    上傳時間: 2022-08-05 10:59:59 (UTC+8)
    摘要: 目的:本研究探討互動式體感遊戲介入在肌少症長者肌少症指標、動作功 能、認知功能以及健康指標的改善情形。 方法:本研究以台北市老人社區據點進行篩檢和招募肌少症的長者,透過 集群隨機對照分組,將參與者分為實驗組及對照組,實驗組將進行八週, 一週兩次,每次一小時,共 16 小時的體感式遊戲訓練,而控制組請他們 維持日常活動,不加以干擾。所有參與者在介入前後將會接受肌少症指標 (肌肉力量、肌肉質量、身體功能)、動作功能(平衡能力、行走功能、平衡信心程度)、認知功能以及健康指標(憂鬱、身體活動量、生活品質) 的評估。
    結果:本研究共收 56 位肌少症長者(包含可能肌少症、肌少症與嚴重肌少症),分別為實驗組 29 人,控制組 27 人,因為疫情緣故,控制組失去追蹤,因此本研究介入成效以實驗組單組前後測分析。由統計分析結果可得知,不同等級肌少症在體重、身體質量指數、平均一天食物攝取總熱量、肌肉力量、肌肉質量及延遲記憶有達到顯著差異,其餘的細項並沒有因為不同等級肌少症而有顯著差異。另外實驗組透過 8 週互動式體感遊戲的介入,其肌少症等級、身體功能、平衡能力、行走及延遲記憶有達到顯著成效,其餘分項(肌肉力量、肌肉質量、害怕跌倒、認知功能、憂鬱、身體活動量與生活品質)皆未達顯著差異。結論:不同等級的肌少症長者在身心功能有所差異,互動式體感遊戲可以有效促進肌少症長者的身心功能並改善肌少症的狀況。相較於傳統介入,互動式體感遊戲可以增加介入的趣味性,減少流失率。建議未來研究可基於本研究之結果,透過創新的介入方式,廣泛應用在肌少症長者的族群,進一步推廣在社區據點。
    Introduction: As the elderly grow older, their physical functions will decline and accompanied by many differences health results. Among them, sarcopenia will impacts on the daily life of the elderly. At present, most interventions for sarcopenia are mainly based on traditional exercises. This study hopes improve the physical and mental functions of the elderly through interactive exergame. Aim: The study aimed to investigate the effectiveness of interactive exergame on sarcopenia criteria, motor function, cognitive function and other health outcomes in older adults with sarcopenia. Methods: The study recruited older adults with sarcopenia from community centers in Taipei. All participants were randomly divided into two groups. The experimental group received interactive exergame intervention for 1 hour per session, twice a week for 8 weeks while the control group maintained their usual activities during 8weeks. All participants were assessed their sarcopenia criteria (muscle strength, muscle mass and physical performance), motor function (balance function, walking ability and fear of falling), cognitive function and other health outcomes (depression, physical activity and quality of life) before and after intervention. Results: A total of 56 older adults with sarcopenia (including possible sarcopenia, sarcopenia and severe sarcopenia) were included in this study. There were 29 people in the experimental group and 27 in the control group. Because of the COVID-19 pandemic, control group lost follow up and thus the effectiveness of the intervention in this study was analyzed by the one-group pretest-posttest design only. Our findings showed that people with different stages of sarcopenia had significant differences on weight, body mass index, average daily food intake of total calories, muscle strength, muscle mass and delayed recall. After 8-weeks interactive exergame intervention, there was a significant improvement in the stage of sarcopenia, physical performance, balance function, walking ability and delayed recall. However, muscle strength, muscle mass, fear of falling, cognitive function, depression, physical activity and quality of life were not improved after intervention. Conclusion: There were significantly differences on physical and cognitive functions among different stages of sarcopenia. Interactive exergames could effectively promote physical and cognitive functions in older adults with sarcopenia, and also the stage of sarcopenia. Compared with traditional exercise, interactive exergame could increase the interest of intervention and decrease attrition rate. Therefore, based on the results of this study, interactive exergame is highly recommended to widely apply on older adults with sarcopenia, especially in community centers.
    描述: 碩士
    指導教授:李淑君
    委員:李淑君
    委員:莊宇慧
    委員:劉燦宏
    資料類型: thesis
    顯示於類別:[高齡健康管理學系] 博碩士論文

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