Data extraction sheet.
收藏NIAID Data Ecosystem2026-05-02 收录
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https://figshare.com/articles/dataset/Data_extraction_sheet_/28370528
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Exergames have the potential to be used as physical-cognitive training tools. Although numerous studies investigated the physical and motivational effects of Exergaming, a comprehensive summary of training effects in healthy adults is still missing. This scoping review aims to identify available evidence and research gaps on absolute and relative effects of Exergame training on physical indicators (effectiveness) and motivation (attractiveness) compared to no or conventional training in healthy adults. A systematic literature search was performed in EBSCOhost, WoS CC, SURF, and Science Research for studies meeting the following criteria: a) randomized controlled trials with Exergames compared to conventional training and/ or no treatment; b) healthy adults (age: 18 to 64 years); c) Exergame training interventions; d) assessment of pre-post differences, primary outcomes: endurance, strength, flexibility, speed, balance, sensorimotor coordination, sports skills, player experience; secondary outcomes: adverse events, physical activity level, attitudes, and knowledge. Methodological quality of included studies was assessed using the PEDro Scale. Charted data were categorized according to the PICOS framework. Mean differences, 95% confidence intervals, and effect sizes (ES) were calculated for continuous outcomes. Evidence Maps were created to illustrate the estimated Risk of Bias, estimated effect, and sample sizes. Eighteen publications with 907 participants were included. The number of studies per outcome was low (2 to 9balance:). Studies on coordination and knowledge were lacking. No study analyzed the relative effects of speed training with Exergames. Absolute effects of Exergame training ranged from no to large effects. Significant ES were consistently found for skill training. Negative effects were found for individual parameters. Relative effects of Exergame training ranged from no to large effects (one exception). A moderate absolute effect favoring traditional training was found for skill training. The remaining results suggest that Exergaming elicited similar training effects compared to conventional training. A high variance of applied training, corresponding training parameters (FITT-VP), outcome measures, as well as methodological deficits and incomplete reporting were identified in included studies. Therefore, a lack of high-quality studies and reviews was identified. Future research should conduct high quality RCT studies analyzing the effectiveness and attractiveness in Exergames. In addition, more suitable, well-designed Exergames should be developed.
体感运动游戏(Exergame)具备作为生理-认知训练工具的应用潜力。尽管已有诸多研究探讨了运动游戏训练的生理与动机层面效应,但目前仍缺乏针对健康成年人训练效应的全面综述。本次范围综述旨在梳理现有证据及研究空白,对比健康成年人采用运动游戏训练与无训练或常规训练时,其生理指标(训练有效性)与动机水平(训练吸引力)的绝对效应与相对效应。本研究在EBSCOhost、WoS CC、SURF及Science Research数据库中开展系统性文献检索,筛选符合以下标准的研究:a) 运动游戏训练与常规训练和/或无干预对照的随机对照试验(randomized controlled trials);b) 研究对象为健康成年人(年龄18至64岁);c) 干预措施为运动游戏训练;d) 包含前后测差异评估,主要结局指标包括耐力、力量、柔韧性、速度、平衡能力、感觉运动协调能力、运动技能、玩家体验;次要结局指标包括不良事件、身体活动水平、态度与认知知识。采用PEDro量表(PEDro Scale)对纳入研究的方法学质量进行评估。根据PICOS框架(PICOS framework)对提取的数据进行分类。针对连续性结局指标,计算均数差、95%置信区间及效应量(ES)。构建证据图谱以展示估计偏倚风险、估计效应量及样本量。本研究共纳入18项已发表研究,涉及907名参与者。各结局指标对应的研究数量较少(2至9项,平衡能力指标为9项)。协调能力与认知知识相关的研究存在空白。尚无研究探讨运动游戏训练在速度训练中的相对效应。运动游戏训练的绝对效应范围从无效应到大效应。技能训练相关的效应量均显著为正。部分个体观测参数出现负向效应。运动游戏训练的相对效应范围从无效应到大效应(仅1项例外)。针对技能训练,观测到支持常规训练的中等绝对效应。其余研究结果表明,运动游戏训练与常规训练的训练效应相近。纳入研究中存在训练方案、对应训练参数(FITT-VP)、结局测量工具的异质性较高,同时存在方法学缺陷与报告不完整的问题。因此,当前仍缺乏高质量相关研究与综述。未来研究应开展高质量随机对照试验,分析运动游戏训练的有效性与吸引力。此外,还应开发更多适配性强、设计精良的运动游戏。
创建时间:
2025-02-07



