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【論文摘要】運動遊戲對於生理與心理健康之效益:系統性文獻回顧

【論文摘要】Effect of exergaming on physical and mental health: A systematic review

摘要


目的:COVID-19在2020年開始快速蔓延到全世界,影響人類身體活動的參與,也間接衝擊了生理與心理健康之表現。然而疫情的盛行,造就運動遊戲(exergame)的再興起,因此本研究旨將探討運動遊戲介入對於健康族群生理與心理健康之效益,以期在後疫情時代提供可行的身體活動介入策略。方法:本研究進行系統性回顧,搜尋2015年迄今之文獻,對象為不含生理缺陷的健康族群,搜尋的關鍵字包括運動遊戲、身體活動量、認知與執行功能。結果與結論:本研究共發現七篇符合條件之文獻,年齡介在14-75歲之間,其中2篇受試者包含青少年族群。使用的軟體包括Microsoft X-Box、Sony Play Station以及Nintendo Wii,整體介入期介於8-12周,每次時間約5-50分鐘。運動遊戲的介入對於成年人與老年族群的認知功能(日常生活任務)有顯著的提升與改善個人身體健康狀況,然而參與運動遊戲的過程中,老人族群相對於青少年族群的代謝活動量與能量消耗相對較低。另外,當進行運動遊戲和有氧運動介入成效之比較,前者不管是膽固醇或身體脂肪,均可產生較大降幅;此外,若運動遊戲所含之認知成分較高,對於認知功能改善之表現亦較好。綜觀而言,運動遊戲介入對於生理與心理健康均可產生程度不同的正面效益,在後疫情時代將可做為改善健康的策略之一。

並列摘要


Introduction: The Coronavirus disease 2019 (COVID-19) pandemic has impacted individuals' participation in physical activity worldwidely, which may subsequently deteriorate physical and mental health. On the other hand, the policies of preventing the COVID-19 pandemic, such as quarantining or maintaining social distance in public areas, may promote the use of exergaming to maintain regular physical activity participation. Therefore, in order to provide an alternative option for the engagement in physical activity during the COVID-19 pandemic, this study was to conduct a systematic review to investigate the potential benefits of exergaming on physical and mental health in the healthy population. Methods: Two research assistants (PCC、JYT) were requested to independently conduct the initial search. The keywords, including exergame/exergaming combined with physical activity/physical fitness or mental health/cognitive function/executive function, were used to search literature. Only studies published after 2015 were included. In addition, the target population was healthy people at all ages. Two reviewers subsequently compared studies identified to be potentially relevant for inclusion. A third author (YCL) was consulted if consensus between the reviewers was not achieved. Results & Conclusion: Seven studies which met the inclusion criterion were identified. Participants were aged between 14 and 75 years (two studies included the adolescent population). Microsoft X-Box, Sony Play Station, and Nintendo Wii were commonly used to conduct exergaming. The intervention duration was between 8 and 12 weeks, and each session lasted between 5 and 50 minutes. Overall, the exergaming intervention would improve cognition and physical health in adults and elderly. However, compared to adolescents, the elderly might have lower physical activity and energy expenditure while doing the same exergame. In addition, while compared to aerobic exercise, participation in exergames could reduce a larger amount of body fat and cholesterol. Exergaming which demands cognitive abilities would also lead to a larger improvement in cognitive functions. To sum up, exergaming interventions would be beneficial for physical and mental health, and they could be one of strategies which help improve health during the COVID-19 pandemic.

並列關鍵字

exergame physical activity cognition mental health

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