Effects of 12-Week Strategy-Focused Balance Training on Balance Performance and Balance Confidence in Patients with Parkinson's Disease
Xia Shen, Kit Yi Mak
Abstract
Open-access reader
Xia Shen, Kit Yi Mak
Abstract
Open-access reader
and prolonged exposure can lead to musculoskeletal symptoms.The present study aimed: (1) to examine the muscle activity in the neck and upper limb during EG playing and (2) to compare with handheld game device and active game device.Methods: Fourteen children (9 females and 5 males) participated in this study (mean age Z 12.29 Æ 1.38).Surface electromyography (sEMG) was used to measure bilateral cervical erector spinae (CES), upper trapezius (UT), extensor carpi radialis (ECR), flexor carpi ulnaris (FCU) and abductor pollicis brevis (APB), while the subjects played with handheld and active game devices for 20 minutes each.Muscle activities were normalised to maximum voluntary contraction (%MVC) and average muscle activities in each muscle were compared between two types of game devices.Results: Significantly higher activities were found in ECR, APB and UT muscles (T12Z2.607-4.036, p<0.05), when subjects played with active game devices which involved more vigorous arm movements.In contrast CES muscles showed trends for higher activity in playing handheld game compared to active game.Conclusion: These results showed that playing active game device was associated with higher muscular effort in the upper limb while higher neck muscle activity was elicited with small handheld game devices.Therefore, prolonged static posture in playing electronic game devices may contribute to strain in musculoskeletal system.
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and prolonged exposure can lead to musculoskeletal symptoms.The present study aimed: (1) to examine the muscle activity in the neck and upper limb during EG playing and (2) to compare with handheld game device and active game device.Methods: Fourteen children (9 females and 5 males) participated in this study (mean age Z 12.29 Æ 1.38).Surface electromyography (sEMG) was used to measure bilateral cervical erector spinae (CES), upper trapezius (UT), extensor carpi radialis (ECR), flexor carpi ulnaris (FCU) and abductor pollicis brevis (APB), while the subjects played with handheld and active game devices for 20 minutes each.Muscle activities were normalised to maximum voluntary contraction (%MVC) and average muscle activities in each muscle were compared between two types of game devices.Results: Significantly higher activities were found in ECR, APB and UT muscles (T12Z2.607-4.036, p<0.05), when subjects played with active game devices which involved more vigorous arm movements.In contrast CES muscles showed trends for higher activity in playing handheld game compared to active game.Conclusion: These results showed that playing active game device was associated with higher muscular effort in the upper limb while higher neck muscle activity was elicited with small handheld game devices.Therefore, prolonged static posture in playing electronic game devices may contribute to strain in musculoskeletal system.
Key concepts: Balance (ability), Medicine, Parkinson's disease, Physical medicine and rehabilitation, Dynamic balance, Physical therapy, Balance training, Disease