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題名:體感遊戲對高齡者認知功能影響之系統性文獻回顧
書刊名:大專體育
作者:楊博軒王立亭郭怡伶
作者(外文):Yeung, Pok-hinWang, Li-tingKuo, I-ling
出版日期:2021
卷期:156
頁次:頁35-53
主題關鍵詞:老化執行功能路徑描繪測驗任天堂WiiAgingExecutive functionTrail making testNintendo Wii
原始連結:連回原系統網址new window
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  • 被引用次數被引用次數:期刊(0) 博士論文(0) 專書(0) 專書論文(0)
  • 排除自我引用排除自我引用:0
  • 共同引用共同引用:64
  • 點閱點閱:15
期刊論文
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2.Maillot, P.、Perrot, A.、Hartley, A.(2012)。Effects of interactive physical-activity video-game training on physical and cognitive function in older adults。Psychology and Aging,27(3),589-600。  new window
3.何正宇、王志龍、盧玉強、孫淑芬、張兆宏、蔡欣宜(20100300)。以WiiTM建構虛擬實境輔助慢性中風患者復健訓練之療效評估。臺灣復健醫學雜誌,38(1),11-18。  延伸查詢new window
4.Voelcker-Rehage, Claudia、Godde, Ben、Staudinger, Ursula M.(2011)。Cardiovascular and coordination training differentially improve cognitive performance and neural processing in older adults。Frontiers in Human Neuroscience,5,(26)1-(26)12。  new window
5.Royall, D. R.、Palmer, R.、Chiodo, L. K.、Polk, M. J.(2004)。Declining executive control in normal aging predicts change in functional status: The Freedom House Study。Journal of the American Geriatrics Society,52(3),346-352。  new window
6.張哲千(20081000)。遊戲機Wii的運動體驗。大專體育,98,88-93。new window  延伸查詢new window
7.王駿濠、蔡佳良(20101200)。運動或身體活動介入對認知控制功能的影響。中華體育季刊,24(4)=95,70-81。new window  延伸查詢new window
8.陳上迪、姜義村(20130900)。體感式遊戲對養護機構高齡者簡單反應力之影響。大專體育學刊,15(3),277-287。new window  延伸查詢new window
9.王駿濠、蔡佳良(20090800)。以運動與身體活動預防失智症:文獻回顧。臺灣公共衛生雜誌,28(4),268-277。new window  延伸查詢new window
10.朱育秀、陳綉儀、林宜錚(20150900)。Wii虛擬實境遊戲於失智症患者認知與平衡及步態之療效:系統性回顧。物理治療,40(3),129-135。  延伸查詢new window
11.Chuang, L.-Y.、Hung, H.-Y.、Huang, C.-J.、Chang, Y.-K.、Hung, T.-M.(2015)。A 3-month intervention of dance dance revolution improves interference control in elderly females: A preliminary investigation。Experimental Brain Research,233(4),1181-1188。  new window
12.闕廷宇、謝潄石、黃崇儒、洪聰敏(20160500)。健身運動與工作記憶之文獻回顧:以研究方式及年齡層觀點探討。臺灣運動心理學報,16(1),119-149。new window  延伸查詢new window
13.Chang, Y.-K.、Chu, I.-H.、Liu, J.-H.、Wu, C.-H.、Chu, C.-H.、Yang, K.-T.、Chen, A.-G.(2017)。Exercise modality is differentially associated with neurocognition in older adults。Neural Plasticity,2017,(3480413)1-(3480413)11。  new window
14.Chen, Shang-Ti、Stevinson, Clare、Tian, Tian、Chen, Li-Jung、Ku, Po-Wen(2020)。Accelerometer-measured daily steps and subjective cognitive ability in older adults: a two-year follow-up study。Experimental Gerontology,133。  new window
15.Kivipelto, M.、Ngandu, T.、Laatikainen, T.、Winblad, B.、Soininen, H.、Tuomilehto, J.(2006)。Risk score for the prediction of dementia risk in 20 years among middle aged people: a longitudinal, population-based study。The Lancet Neurology,5(9),735-741。  new window
16.Chodzko-Zajko, W. J.、Proctor, D. N.、Singh, M. A. F.、Minson, C. T.、Nigg, C. R.、Salem, G. J.、Skinner, J. S.(2009)。Exercise and physical activity for older adults。Medicine & Science in Sports & Exercise,41(7),1510-1530。  new window
17.張佑瑄、劉雅甄(20150900)。體感遊戲Wii和Kinect在技術特性與使用效果之比較。中華體育季刊,29(3)=114,237-245。new window  延伸查詢new window
18.楊文中、陳豐慈、吳聰義、陳麗華、張育愷(20161100)。健身運動對記憶相關認知功能之影響。臺灣運動心理學報,16(2),57-83。new window  延伸查詢new window
19.Wu, Yin、Wang, Yongtai、Burgess, Elisabeth O.、Wu, Jerry(2013)。The effects of Tai Chi exercise on cognitive function in older adults: A meta-analysis。Journal of Sport and Health Science,2(4),193-203。  new window
20.Wüest, S.、Borghese, N. A.、Pirovano, M.、Mainetti, R.、van de Langenberg, R.、de Bruin, E. D.(2014)。Usability and effects of an exergame-based balance training program。Games for Health Journal,3(2),106-114。  new window
21.Valenzuela, T.、Okubo, Y.、Woodbury, A.、Lord, S. R.、Delbaere, K.(2018)。Adherence to technology-based exercise programs in older adults: A systematic review。Journal of Geriatric Physical Therapy,41(1),49-61。  new window
22.林旻逸、洪偉欽、成和正(20101000)。體感式電玩對人體健康與運動教育之探討。大專體育,110,61-67。new window  延伸查詢new window
23.Adcock, M.、Sonder, F.、Schättin, A.、Gennaro, F.、de Bruin, E. D.(2020)。A usability study of a multicomponent video game-based training for older adults。European Review of Aging and Physical Activity,17(1)。  new window
24.Adcock, M.、Thalmann, M.、Schättin, A.、Gennaro, F.、de Bruin, E. D.(2019)。A pilot study of an in-home multicomponent exergame training for older adults: Feasibility, usability and pre-post evaluation。Frontiers in Aging Neuroscience,11。  new window
25.Barsasella, D.、Liu, M. F.、Malwade, S.、Galvin, C. J.、Dhar, E.、Chang, C.-C.、Syed-Abdul, S.(2021)。Effects of virtual reality sessions on the quality of life, happiness, and functional fitness among the older people: A randomized controlled trial from Taiwan。Computer Methods and Programs in Biomedicine,200。  new window
26.Barulli, D.、Stern, Y.(2013)。Efficiency, capacity, compensation, maintenance, plasticity: Emerging concepts in cognitive reserve。Trends in Cognitive Sciences,17(10),502-509。  new window
27.Chesham, A.、Wyss, P.、Müri, R. M.、Mosimann, U. P.、Nef, T.(2017)。What older people like to play: Genre preferences and acceptance of casual games。JMIR Serious Games,5(2)。  new window
28.Chen, S.-T.、Chiang, I.-T.、Liu, E. Z.-F.、Chang, M.(2012)。Effects of improvement on selective attention: Developing appropriate somatosensory video game interventions for institutional-dwelling elderly with disabilities。Turkish Online Journal of Educational Technology,11(4),409-417。  new window
29.Falck, R. S.、Davis, J. C.、Liu-Ambrose, T.(2017)。What is the association between sedentary behaviour and cognitive function? A systematic review。British Journal of Sports Medicine,51(10),800-811。  new window
30.Cui, Meng Ying、Lin, Yang、Sheng, Ji Yao、Zhang, Xuewen、Cui, Ran Ji(2018)。Exercise intervention associated with cognitive improvement in Alzheimer's disease。Neural Plasticity,2018。  new window
31.Garcia, J. A.、Schoene, D.、Lord, S. R.、Delbaere, K.、Valenzuela, T.、Navarro, K. F.(2016)。A bespoke kinect stepping exergame for improving physical and cognitive function in older people: A pilot study。Games for Health Journal,5(6),382-388。  new window
32.Gerling, K.、Mandryk, R.(2014)。Custom-designed motion-based games for older adults: A review of literature in human-computer interaction。Gerontechnology,12(2),68-80。  new window
33.Gomes, G. C. V.、do Socorro Simões, M.、Lin, S. M.、Bacha, J. M. R.、Viveiro, L. A. P.、Varise, E. M.、Pompeu, J. E.(2018)。Feasibility, safety, acceptability, and functional outcomes of playing Nintendo Wii Fit Plus™ for frail older adults: A randomized feasibility clinical trial。Maturitas,118,20-28。  new window
34.Ludyga, S.、Gerber, M.、Pühse, U.、Looser, V. N.、Kamijo, K.(2020)。Systematic review and meta-analysis investigating moderators of long-term effects of exercise on cognition in healthy individuals。Nature Human Behaviour,4(6),603-612。  new window
35.Gschwind, Y. J.、Eichberg, S.、Marston, H. R.、Ejupi, A.、de Rosario, H.、Kroll, M.、Delbaere, K.(2014)。ICT-based system to predict and prevent falls (iStoppFalls): Study protocol for an international multicenter randomized controlled trial。BMC Geriatrics,14(1)。  new window
36.Gschwind, Y. J.、Schoene, D.、Lord, S. R.、Ejupi, A.、Valenzuela, T.、Aal, K.、Delbaere, K.(2015)。The effect of sensor-based exercise at home on functional performance associated with fall risk in older people: a comparison of two exergame interventions。European Review of Aging and Physical Activity,12(1)。  new window
37.Hikichi, H.、Kondo, K.、Takeda, T.、Kawachi, I.(2017)。Social interaction and cognitive decline: Results of a 7-year community intervention。Alzheimer's & Dementia: Translational Research & Clinical Interventions,3(1),23-32。  new window
38.Kari, Tuomas(2014)。Can exergaming promote physical fitness and physical activity?: A systematic review of systematic reviews。International Journal of Gaming and Computer-Mediated Simulations,6(4),59-77。  new window
39.Kennedy, Greg、Hardman, Roy J.、Macpherson, Helen、Scholey, Andrew B.、Pipingas, Andrew(2017)。How does exercise reduce the rate of age-associated cognitive decline? A review of potential mechanisms。Journal of Alzheimer's Disease,55(1),1-18。  new window
40.Kim, Jin Shil、Hwang, Seon Young、Heo, Seongkum、Shin, Mi-Seung、Kim, Sun Hwa(2019)。Predicted relationships between cognitive function, depressive symptoms, self-care adequacy, and health-related quality of life and major events among patients with heart failure。European Journal of Cardiovascular Nursing,18(5),418-426。  new window
41.Lee, J.-A.、Nguyen, A. L.、Berg, J.、Amin, A.、Bachman, M.、Guo, Y.、Evangelista, L.(2014)。Attitudes and preferences on the use of mobile health technology and health games for self-management: Interviews with older adults on anticoagulation therapy。JMIR mHealth and uHealth,2(3)。  new window
42.Leach, J. M.、Mancini, M.、Kaye, J. A.、Hayes, T. L.、Horak, F. B.(2018)。Day-to-day variability of postural sway and its association with cognitive function in older adults: A pilot study。Frontiers in Aging Neuroscience,10。  new window
43.León, Julia、Oña, Antonio、Ureña Espa, Aurelio、Bilbao, Alfonso、Bolaños, Manuel Jorge(2011)。Effects of physical activity on reaction time in elderly women。Revista Internacional de Medicina y Ciencias de la Actividad Física y del Deporte,11(44),791-802。  new window
44.Nawaz, A.、Skjæret, N.、Helbostad, J. L.、Vereijken, B.、Boulton, E.、Svanaes, D.(2016)。Usability and acceptability of balance exergames in older adults: A scoping review。Health Informatics Journal,22(4),911-931。  new window
45.Ogawa, Elisa F.、You, Tongjian、Leveille, Suzanne G.(2016)。Potential benefits of exergaming for cognition and dual-task function in older adults: A systematic review。Journal of Aging and Physical Activity,24(2),332-336。  new window
46.Ordnung, M.、Hoff, M.、Kaminski, E.、Villringer, A.、Ragert, P.(2017)。No Overt Effects of a 6-Week Exergame Training on Sensorimotor and Cognitive Function in Older Adults: A Preliminary Investigation。Frontiers in Human Neuroscience,11。  new window
47.Park, J.-H.、Liao, Y.、Kim, D.-R.、Song, S.、Lim, J. H.、Park, H.、Park, K. W.(2020)。Feasibility and tolerability of a culture-based virtual reality (VR) training program in patients with mild cognitive impairment: A randomized controlled pilot study。International Journal of Environmental Research and Public Health,17(9)。  new window
48.Robbins, T. W.、Arnsten, A. F. T.(2009)。The neuropsychopharmacology of fronto-executive function: Monoaminergic modulation。Annual Review of Neuroscience,32,267-287。  new window
49.Schoene, D.、Lord, S. R.、Delbaere, K.、Severino, C.、Davies, T. A.、Smith, S. T.(2013)。A randomized controlled pilot study of home-based step training in older people using videogame technology。Plos One,8(3)。  new window
50.Stanmore, E.、Stubbs, B.、Vancampfort, D.、de Bruin, E. D.、Firth, J.(2017)。The effect of active video games on cognitive functioning in clinical and non-clinical populations: A meta-analysis of randomized controlled trials。Neuroscience & Biobehavioral Reviews,78,34-43。  new window
51.Suzuki, K.、Niimura, H.、Kida, H.、Eguchi, Y.、Kitashima, C.、Takayama, M.、Mimura, M.(2020)。Increasing light physical activity helps to maintain cognitive function among the community-dwelling oldest old population: a cross-sectional study using actigraph from the Arakawa 85+ study。Geriatrics & Gerontology International,20(8),773-778。  new window
52.Hillman, C. H.、Erickson, K. I.、Kramer, A. F.(2008)。Be smart, exercise your heart: exercise effects on brain and cognition。Nature Reviews Neuroscience,9(1),58-65。  new window
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54.Moher, David、Liberati, Alessandro、Tetzlaff, Jennifer、Altman, Douglas G.、The PRISMA Group(2009)。Preferred Reporting Items for Systematic Reviews and Meta-Analyses: The PRISMA Statement。PLoS Medicine,6(7),(e1000097)1-(e1000097)6。  new window
會議論文
1.Oh, Y.、Yang, S.(2010)。Defining exergames & exergaming21-23。  new window
研究報告
1.國家發展委員會(2018)。中華民國人口推估報告(2018至2065年)。國家發展委員會。  延伸查詢new window
圖書
1.邱銘章、湯麗玉(2006)。失智症照護指南。臺北市:原水文化出版社。  延伸查詢new window
2.Kmet, L. M.、Lee, R. C.、Cook, L. S.(2004)。Standard Quality Assessment Criteria for Evaluating Primary Research Papers from a Variety of Fields。Alberta Heritage Foundation for Medical Research。  new window
3.Chodzko-Zajko, W. J.、American College of Sports Medicine(2013)。ACSM's exercise for older adults。Lippincott Williams & Wilkins。  new window
其他
1.(2020)。WHO reveals leading causes of death and disability worldwide: 2000-2019,https://www.who.int/news/item/09-12-2020-who-reveals-leading-causes-ofdeath-and-disability-worldwide-2000-2019。  new window
2.(2020)。臺灣失智症人口推估,http://www.tada2002.org.tw/About/IsntDementia。  延伸查詢new window
3.(2016)。Active@Home is an interactive video game based training with dance and Tai Chi elements,http://www.active-athome.com。  new window
4.About Alzheimer's & dementia,https://www.alzint.org/about。  new window
5.(2020)。The StepKinnection Game for fall prevention,http://www.stepkinnection.com.au/node/2。  new window
6.Konami Amusement Co., Ltd.(2021)。Dance revolution,https://p.eagate.573.jp/game/ddr/ddra/p/index.html?__REDIRECT=1&_ga=2.144008309.1580530025.1615628661-423364843.1615628661。  new window
 
 
 
 
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