Loading...
4 results
Search Results
Now showing 1 - 4 of 4
- Exergames to improve Rehabilitation after Anterior Cruciate Ligament Injury: Systematic review and GRADE evidence synthesisPublication . Fernandes, Carla Sílvia; Magalhães, Bruno; Gomes, José Augusto; Santos, CéliaIntroduction Exergames are a fun, engaging, and interactive form of exercise that has been used in rehabilitation. This systematic review aimed to evaluate the effectiveness of exergames compared to usual rehabilitation after anterior cruciate ligament reconstruction. Method We performed a Systematic Review and GRADE evidence synthesis. The PRISMA guidelines for systematic reviews were followed. MEDLINE® (Medical Literature Analysis and Retrieval System Online), CINAHL® (Cumulative Index to Nursing and Allied Health Literature), SPORTDiscus, SCOPUS, SciELO (Scientific Electronic Library Online), Cochrane Central Register of Controlled Trials, and PEDro (Physiotherapy Evidence Database) were searched from their first record to May 2021. Randomised controlled trials using exergames as an intervention were included. Results Initial literature searches yielded 794 non-duplicated records. After exclusion based on title, abstract, and full text review, five articles were included for analysis. Compared with the control group, the participants in the exergames group showed differences in proprioception and flexion angle difference. Conclusion Although there is no conclusive evidence that favours exergames over traditional rehabilitation, they did not aggravate the effects of rehabilitation. Nonetheless, exergames can be safe and motivating.
- 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.
- Developing a Card Game for Assessment and Intervention in the Person and the Family in Palliative Care: “Pallium Game”Publication . Fernandes, Carla Sílvia; Vale, M. Belém; Magalhães, Bruno; Castro, João P.; Azevedo, Marta D.; Lourenço, MarisaAbstract: Communication between the multidisciplinary team, the person, and the family in palliative and end-of-life situations implies, in most situations, a high negative emotional burden. Therefore, innovative strategies are needed to reduce it. The goal of this study is to describe the various stages of development and validation of a collaborative card game for people in palliative care and their families. Phase one is an exploratory study, Phase two is a Delphi study, and Phase three is a multiple case study. Participants for phases 2 and 3 were recruited using a convenience sampling method. The results demonstrate in an organized and structured way the different phases required to build a collaborative card game. The use of the game was found to be useful and effective. Four categories emerged from the content analysis of the open-ended responses: usability, evaluation tool, communication and therapeutic relationship, and meaning when using the game. A collaborative game in palliative care helps to create a space for individuals and families to express feelings and experiences, meeting the myriad of physical, psychosocial, and spiritual needs. The “Pallium game” is a useful and impactful approach to discussing sensitive topics in palliative care.
- 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.