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Sáez de Asteasu, M., Cuevas-Lara, C., Ramírez-Vélez, R., Izquierdo, M., Zambom-Ferraresi, F., Antoñanzas-Valencia, C., Galbete, A., y Martínez-Velilla, N.

Article title in Spanish

Efectos de las intervenciones basadas en el juego sobre la capacidad funcional en adultos mayores hospitalizados de forma aguda: resultados de un ensayo clínico abierto no aleatorizado

Article title in English

Effects of game-based interventions on functional capacity in acutely hospitalised older adults: results of an open-label non-randomised clinical trial

Name of journal

Age and Ageing

Year of publication

2022

Volume of the journal

Pages of the journal

Keywords

serious games, Gamification, Functional capacity, geriatric, hospitalisation, y older people

DOI

10.1093/ageing/afab247

Summary in Spanish

Summary in English

Abstract Background Hospitalisation-associated disability due to reduced physical activity levels and prolonged bedrest episodes are highly prevalent in older adults. Objective To assess the effect of gamified interventions on functional capacity in hospitalised older adults. Methods A three-armed non-randomised controlled trial with two experimental intervention groups and a control group was conducted in a tertiary public hospital in Navarre, Spain. Participants were allocated to a simple gamification group (SGG) (n = 21), a technology-based gamification group (TGG) (n = 23) or a control group (CG) (n = 26). The end points were changes in functional capacity, muscle strength, cognition, mood status and quality of life. Results Seventy patients (mean age 86.01 ± 4.27 years old) were included in the study; 29 (41.4%) were women. At discharge, compared to CG, a mean increase of 1.47 points (95%CI, 0.15–2.80 points) and 2.69 points (95%CI, 1.32–4.06 points) was observed (SGG and TGG, respectively) in the SPPB test; as well as an increase of 5.28 points (95%CI, 0.70–9.76 points) in the Barthel Index and 2.03 kg (95%CI, 0.33–3.72 kg) in handgrip strength in the TGG. Regression mediation analyses demonstrated that muscle strength changes (β = 1.30; 95%CI, 0.45–2.14; indirect effect 0.864; 95%CI, 0.09–1.90) significantly mediated the TGG effect on the SPPB score. Conclusions The TGG intervention programme may provide significant benefits in physical and muscle function over usual care and seems to reverse the functional decline frequently associated with acute hospitalisation in older adults.

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Open URL Article

Author´s name

Sáez de Asteasu, M., Cuevas-Lara, C., Ramírez-Vélez, R., Izquierdo, M., Zambom-Ferraresi, F., Antoñanzas-Valencia, C., Galbete, A., y Martínez-Velilla, N.

Article title in Spanish

Efectos de las intervenciones basadas en el juego sobre la capacidad funcional en adultos mayores hospitalizados de forma aguda: resultados de un ensayo clínico abierto no aleatorizado

Article title in English

Effects of game-based interventions on functional capacity in acutely hospitalised older adults: results of an open-label non-randomised clinical trial

Name of journal

Age and Ageing

Year of publication

2022

Volume of the journal

Pages of the journal

Keywords

serious games, Gamification, Functional capacity, geriatric, hospitalisation, y older people

DOI

10.1093/ageing/afab247

Summary in Spanish

Summary in English

Abstract Background Hospitalisation-associated disability due to reduced physical activity levels and prolonged bedrest episodes are highly prevalent in older adults. Objective To assess the effect of gamified interventions on functional capacity in hospitalised older adults. Methods A three-armed non-randomised controlled trial with two experimental intervention groups and a control group was conducted in a tertiary public hospital in Navarre, Spain. Participants were allocated to a simple gamification group (SGG) (n = 21), a technology-based gamification group (TGG) (n = 23) or a control group (CG) (n = 26). The end points were changes in functional capacity, muscle strength, cognition, mood status and quality of life. Results Seventy patients (mean age 86.01 ± 4.27 years old) were included in the study; 29 (41.4%) were women. At discharge, compared to CG, a mean increase of 1.47 points (95%CI, 0.15–2.80 points) and 2.69 points (95%CI, 1.32–4.06 points) was observed (SGG and TGG, respectively) in the SPPB test; as well as an increase of 5.28 points (95%CI, 0.70–9.76 points) in the Barthel Index and 2.03 kg (95%CI, 0.33–3.72 kg) in handgrip strength in the TGG. Regression mediation analyses demonstrated that muscle strength changes (β = 1.30; 95%CI, 0.45–2.14; indirect effect 0.864; 95%CI, 0.09–1.90) significantly mediated the TGG effect on the SPPB score. Conclusions The TGG intervention programme may provide significant benefits in physical and muscle function over usual care and seems to reverse the functional decline frequently associated with acute hospitalisation in older adults.

Bibliographic reference


Return List

Contact Author

Open URL Article

Author´s name

Sáez de Asteasu, M., Cuevas-Lara, C., Ramírez-Vélez, R., Izquierdo, M., Zambom-Ferraresi, F., Antoñanzas-Valencia, C., Galbete, A., y Martínez-Velilla, N.

Article title in Spanish

Efectos de las intervenciones basadas en el juego sobre la capacidad funcional en adultos mayores hospitalizados de forma aguda: resultados de un ensayo clínico abierto no aleatorizado

Article title in English

Effects of game-based interventions on functional capacity in acutely hospitalised older adults: results of an open-label non-randomised clinical trial

Name of journal

Age and Ageing

Year of publication

2022

Volume of the journal

Pages of the journal

Keywords

serious games, Gamification, Functional capacity, geriatric, hospitalisation, y older people

DOI

10.1093/ageing/afab247

Summary in Spanish

Summary in English

Abstract Background Hospitalisation-associated disability due to reduced physical activity levels and prolonged bedrest episodes are highly prevalent in older adults. Objective To assess the effect of gamified interventions on functional capacity in hospitalised older adults. Methods A three-armed non-randomised controlled trial with two experimental intervention groups and a control group was conducted in a tertiary public hospital in Navarre, Spain. Participants were allocated to a simple gamification group (SGG) (n = 21), a technology-based gamification group (TGG) (n = 23) or a control group (CG) (n = 26). The end points were changes in functional capacity, muscle strength, cognition, mood status and quality of life. Results Seventy patients (mean age 86.01 ± 4.27 years old) were included in the study; 29 (41.4%) were women. At discharge, compared to CG, a mean increase of 1.47 points (95%CI, 0.15–2.80 points) and 2.69 points (95%CI, 1.32–4.06 points) was observed (SGG and TGG, respectively) in the SPPB test; as well as an increase of 5.28 points (95%CI, 0.70–9.76 points) in the Barthel Index and 2.03 kg (95%CI, 0.33–3.72 kg) in handgrip strength in the TGG. Regression mediation analyses demonstrated that muscle strength changes (β = 1.30; 95%CI, 0.45–2.14; indirect effect 0.864; 95%CI, 0.09–1.90) significantly mediated the TGG effect on the SPPB score. Conclusions The TGG intervention programme may provide significant benefits in physical and muscle function over usual care and seems to reverse the functional decline frequently associated with acute hospitalisation in older adults.

Bibliographic reference