2019
DOI: 10.1016/j.pulmoe.2019.03.007
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Videogame assisted exercise training in patients with chronic obstructive pulmonary disease: A preliminary study

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Cited by 22 publications
(61 citation statements)
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“…6 The inclusion of these patients in physical activity programs has strong scientific evidence on the improvement of functional capacity, dyspnea and indices that measure quality of life, above any other therapy instituted. 7 In advanced COPD it is common to lose type I muscle fibers and oxidative enzymes, which can affect muscle performance and exercise tolerance but also justify the application of resistance training to upper and lower limbs as a way to prevent and/or avoid this loss. 2 However, exercise intolerance is one of the main causes of nonadherence to rehabilitation programs, and the main factors for this are: dyspnea, peripheral muscle loss, easy fatigue and lack of motivation.…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…6 The inclusion of these patients in physical activity programs has strong scientific evidence on the improvement of functional capacity, dyspnea and indices that measure quality of life, above any other therapy instituted. 7 In advanced COPD it is common to lose type I muscle fibers and oxidative enzymes, which can affect muscle performance and exercise tolerance but also justify the application of resistance training to upper and lower limbs as a way to prevent and/or avoid this loss. 2 However, exercise intolerance is one of the main causes of nonadherence to rehabilitation programs, and the main factors for this are: dyspnea, peripheral muscle loss, easy fatigue and lack of motivation.…”
Section: Discussionmentioning
confidence: 99%
“…22,23 In this sense also, the institution of exercises through videogames has proven to be an effective alternative for treatment compliance and observance in increasing physical capacity, greater exercise tolerance, longer distances traveled on the 6MWT' and improvement in the degrees of dyspnea. 7…”
Section: Discussionmentioning
confidence: 99%
“…Virtual reality has found application in rehabilitation programs [20,89,90]. New body area networks will allow development of signs and symptom monitoring and transmission [20,91,92].…”
Section: Future Directionsmentioning
confidence: 99%
“…Sağlık alanında oyunlar, sağlık personeli eğitimi, belirli hastalıkların tedavisi, fizik tedavi ve rehabilitasyon gibi amaçlarla kullanılmakta ve bu kullanım amaçları ile oyunlar gelecek adına umut vaat etmektedir (Betker, Szturm, Moussavi& Nett, 2006;Cannon-Bowers, Bowers& Procci, 2011 vd., 2019) gibi bilişsel, "otizm" (Grossard vd., 2017) gibi gelişimsel, "akrofobi" (Emmelkamp vd., 2001) gibi psikolojik, "Serebral Palsi" (Ciddi, 2018;Kaya& Yılmaz, 2018) ve "Parkinson" (Allen, Song, Paul, Smith, O'Duffy, Schmidt& Canning, 2017) gibi nörolojik ve "KOAH" (Sutanto, Makhabah, Aphridasari, Doewes& Ambrosino, 2019), "hemodinamik bozukluk" (Brito-Gomes, Perrier-Melo, Brito& Costa, 2018), "kırık tedavisi" (Zago, de Souza, Kimura, Bertoncello, Grecco& Fernandes, 2019), "Diyabet" (Fuchslocher vd., 2011), "Çoklu skleroz" (Jonsdottir, Perini, Ascolese, Bowman, Montesano, Lawo& Bertoni, 2019) gibi fizyolojik hastalık ve problemlerde tedavi ve rehabilitasyon amacıyla kullanımına ilişkin araştırmalar yapılmıştır. Bu Çalışmalarda genellikle Nitendo Wii (Ciddi, 2018), Kinect (Surer vd., 2014) ve sanal gerçeklik uygulamaları (Emmelkamp vd., 2001) kullanılmıştır.…”
Section: Ciddi Oyunlar Ve Sağlıkunclassified