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- Exergames to improve rehabilitation after knee arthroplasty: a systematic review and grade evidence synthesisPublication . Fernandes, Carla Sílvia; Magalhães, Bruno; Gomes, José Augusto; Lima, Andreia; Santos, CéliaObjective: We aimed to systematically review and synthesise the impact of rehabilitation with games in people after knee arthroplasty. Methods: We conducted a systematic review following the Preferred Reporting Items for the declaration of Systematic Reviews (PRISMA – Preferred Reporting Items for Systematic Reviews and Meta- Analysis). The summary of evidence was developed using the Grading of Recommendations, Assessment, Development, and Assessment (GRADE). The review included randomised controlled trials that used characteristics of games in rehabilitation. Results: Eight articles from a total of 1289 identified articles were included after duplicates were removed. In total, 239 participants participated. There were no statistically significant changes between the groups using the exergames and control groups. The level of evidence was rated using GRADE and was very low or moderate. The difference in grouped means was not significant for Knee Flexion, Knee extension, Range of Motion, WOMAC (Western Ontario and McMaster Universities Arthritis Index), AKSS (American Knee Society Score), Self-Efficacy, Five Times Sit-to-Stand Test time, Pain, or Proprioception. Conclusions: The results of the different studies did not find significant changes in the intervention groups with exergames in the physical domains, especially in studies with shorter interventions. Therefore, further investment in future studies on developing and evaluating games is suggested to enhance training during the recovery process.
- Impact of Exergames on the Mental Health of Older Adults: A Systematic Review and GRADE Evidence SynthesisPublication . Fernandes, Carla Sílvia; Magalhães, Bruno; Lima, Andreia; Nóbrega, Perpétua; Silva, Mafalda; Santos, CéliaExergames, which combine digital games and physical exercise, have become a popular alternative to traditional exercise programs and are increasingly used in the health domains. This study aimed to provide a systematic review to synthesize existing studies on the use of exergames for the mental wellbeing of healthy older adults, aggregating the collected data to identify effect size. We performed a Systematic Review and Grading of Recommendations, Assessment, Development, and Assessment (GRADE) evidence synthesis. We performed the search in the following databases: MEDLINE®, CINAHL®, SPORTDiscus, SCOPUS, SciELO, Psychology and Behavioral Sciences Collection, and Cochrane® Central Register of Controlled Trials from the first record until October 2021. Randomized controlled trials using exergames as an intervention were included. A total of 10 articles published between 2009 and 2021 were selected. Most studies used the Nintendo Wii® as the exergame in the intervention program. Interventions ranged from 6 to 12 weeks, with 8-week programs being most frequent. It was possible to observe a positive effect on mood, the reduction of apathy, anxiety and depression, self-esteem, and affection.