Accepted for/Published in: JMIR Serious Games
Date Submitted: Jul 15, 2023
Date Accepted: Oct 16, 2024
The Usability and Effect of a Novel Intelligent Rehabilitation Exergame System on Quality of Life in Frail Older Adults: A Prospective Cohort Study
ABSTRACT
Background:
Aging in older adults results in a decline in physical function and quality of daily life. Due to the COVID-19 pandemic, the exercise frequency among older adults decreased, further contributing to frailty. Traditional rehabilitation using repetitive movements tends not to attract older adults to perform independently.
Objective:
Intelligent Rehabilitation Exergame System (IRES), a novel retro interactive exergame that incorporates real-time surface electromyography (sEMG) was developed and evaluated.
Methods:
Frail older adults were invited to use the IRES for rehabilitation using lower limb training twice per week for 4 weeks. Participants were required to have no mobility or communication difficulties and willing to complete the 4-week study. The enrolled cohort had baseline scores ranging from 1 to 5 on the Clinical Frailty Scale, as described by Rockwood and colleagues. Three major lower limb movements (knee extension, dorsiflexion, and plantar flexion) were performed 20 times for each leg within 30 minutes. The sEMG collected and analysed muscle potential signals for review by healthcare professionals to customize the protocol for the next training. The System Usability Scale (SUS) and Taiwanese version of the EuroQol-5 Dimensions (EQ-5D) were administered after completing the first (Week 1, baseline) and last training (Week 4, one-month follow-up) to evaluate the usability of the IRES and its effects on the quality of life of participants.
Results:
A total of 49 frail older adults (mean age 74.6 years) were included into the analysis. The usability of the IRES improved according to the mean SUS score, from 82.09 (good) at baseline to 87.14 (good+) at one-month follow-up. The willingness to use (t = −4.51; p < 0.00), learnability (t = −4.83; p < 0.00), and confidence (t = −2.27; p = 0.02) in working with the IRES increased. After using the IRES for one month, significant improvements were observed for the ease of use (t = 2.05; p = 0.04) and confidence (t = 2.68; p < 0.00) among participants without previous rehabilitation experience. No sex-based differences in the SUS scores were found at baseline or one-month follow-up. The quality of life, as assessed by the EQ-5D, improved significantly after one month of IRES training compared to that at baseline (t = 6.03; p < 0.00).
Conclusions:
The novel IRES proposed in this study received positive feedback from frail older adults. Integrating retro-style exergame training into rehabilitation not only improved their rehabilitation motivation, but also increased their learning, system operability, and the willingness to continue rehabilitation. The IRES provides an essential tool for the new e-healthcare service in the post-COVID-19 era. Clinical Trial: This study was approved by the National Cheng Kung University Human Research Ethics Committee (No. NCKU HREC-F-109-497-2).
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