《Chinese Journal of Rehabilitation Theory and Practice》 ›› 2022, Vol. 28 ›› Issue (9): 1012-1021.doi: 10.3969/j.issn.1006-9771.2022.09.003

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Effect of video games intervention on adults motor functioning: a scoping review

GUO Tongtong1,2,YANG Jian1,2(),WU Ming3,GUO Zhengmao4   

  1. 1. Key Laboratory of Adolescent Health Assessment and Exercise Intervention of Ministry of Education, East China Normal University, Shanghai 200241, China
    2. College of Physical Education and Health, East China Normal University, Shanghai 200241, China
    3. Physical Education College, Zhengzhou University (Main Campus), Zhengzhou, Henan 450001, China
    4. Physical Education College, Shanghai Normal University, Shanghai 200234, China
  • Received:2022-09-07 Revised:2022-09-09 Published:2022-09-25 Online:2022-10-08
  • Contact: YANG Jian E-mail:yangjianxz@sina.com
  • Supported by:
    Henan Educational Science Program(2022YB0011);China Postdoctoral Science Foundation(2021M702543)

Abstract:

Objective To review the effects of video game intervention on adults motor functioning based on International Classification of Diseases, Eleventh Revision (ICD-11) and International Classification of Functioning, Disability and Health (ICF).
Methods The literatures about video game therapy and motor dysfunction were retrieved from databases of CNKI, PubMed, Web of Science, and EBSCO, from establishment to June, 2022. The contents of the literatures were analyzed and encoded based on the conceptual framework and coding of ICD-11 and ICF.
Results Seven articles were included, which were from six countries, involving 59 randomized controlled trials and 2 648 participants, aged 19.8 to 75.4 years, mainly from the fields of medicine, rehabilitation science, video games, exercise interventions and sports science, with publication dates mainly from 2015 to 2021. The intervention types were mainly classified as simple video game, and combination of video game and exercise intervention. The ways of intervention were human-computer interaction, perceptual motor and augmented reality. The intervention scenes were in scene and presentation scene, while the former involved a rehabilitation institution and family environment, and the latter involved a virtual scene and a physical scene. The frequency of interventions was mainly one to five times a week, 20 to 60 minutes a time, for four to 24 weeks. The outcomes of the intervention mainly involved the promoting the recovery of function of joint and bone, improving the static and dynamic balance of gait, increasing muscle strength, improving self-efficacy, reducing anxiety; improving posture control, providing feedback on daily activities; promoting social interaction, increasing social interaction and communication behavior, etc.
Conclusion There are two types of video game interventions: video game alone and video game combined with motor intervention. The video game intervention combines video game and motor intervention through the interaction of virtual sceneries, dynamic activity demonstration and the presentation and feedback of activity goals, to enhance the effectiveness and efficiency of the intervention and improves patients' interest in motor learning. The intervention can be divided into human-computer interaction, perceptual motor and augmented reality. The outcomes of the intervention can be reflected in three aspects: improvement of physical function, promotion of activity and participation, and enhancement of overall function and quality of life.

Key words: video games, motor dysfunction, rehabilitation, scoping review

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