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엑서게임(exergame)이 노인의 인지기능에 미치는 효과 : 체계적 문헌고찰 및 메타분석적 접근

Effects of Exergame on Cognitive Function in the Elderly : A Systematic Review and Meta-analytical Approach

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주제분류체육

초록

2050년까지 전 세계 인구의 1/6을 65세 이상으로 전망하며, 초고령화 시대를 대비한 인지적 노화현상의 예방과 치료에 관한 관심이 높아지고 있다. 노인의 인지기능 개선을 위한 비약물적 요법 중 운동(신체활동)기반의 중재가 주목받고 있으며, 특히 전신운동 기반의 신체적 움직임과 비디오 게임을 결합한 엑서게임(exergame)의 긍정적인 영향력이 보고되고 있다. 본 연구는 엑서게임의 운동구성요소(빈도, 강도, 기간, 시간, 유형)의 면밀한 분석을 통해 노인의 인지기능 개선에 미치는 가장 효과적인 엑서게임중재 프로그램을 검토하였다. 웹 데이터베이스를 통해 출간 초기부터 2023년 9월 30일까지 관련 무작위통제실험(RCTs)연구를수집하고, CMA 2.0을 활용하여 전체 평균효과크기 및 운동구성요소에 따른 효과 차이를 분석하였다. 전체 평균 인지기능 개선효과는 중간수준으로 체중부하 운동 요소를 포함한 댄스 유형에서 가장 효과적이었으며 중강도 이상, 회당 최소 30분, 주 3회, 그리고 8주 이상의 엑서게임 참여가 노인의 인지기능 개선에 높은 효율성을 보였다. 신체적 특성에 따른 엑서게임 유형의 선택과 운동구성요소 설계는 안전하고 경제적인 인지적 노화현상을 예방하는 중재 방안으로 활용할 수 있을 것이다.

Abstract

By 2050, it is projected that one-sixth of the global population will be aged 65 or older, leading to increased interest in preventing and treating cognitive aging issues in preparation for the era of super-aging. Non-pharmacological interventions, especially exercise-based approaches, are gaining attention for improving cognitive function in the elderly. Exergames, which combine whole-body physical movements with video games, are reported to have a positive impact. This study analyzed the exercise components of exergames to identify the most effective intervention programs for enhancing cognitive function in the elderly. Relevant randomized controlled trials (RCTs) were collected from web databases, and their overall average effect size and effects based on exercise components were analyzed using CMA 2.0. The study found that dance-type exergames had a moderate overall effect size and were the most effective for improving cognitive function in the elderly. Moderate intensity, at least 30 minutes per session, three sessions per week, and participating in exergames for a minimum of 8 weeks showed high efficiency in enhancing cognitive function.

참고문헌 (32)

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