1.Human umbilical cord mesenchymal stem cells co-culture ameliorates podocytic apoptosis:a possible role of HGF
Wenwen QI ; Shasha LYU ; Gang LIU ; Jing CHENG ; Yan SONG ; Tongtong MING ; Guangju GUAN
Chinese Journal of Nephrology 2014;(12):933-938
Objective To explore the effects of human umbilical cord mesenchymal stem cells (HUC?MSCs) on podocytic apoptosis and injury induced by high glucose (HG) and the underlying mechanisms. Methods Podocytes were divided into six groups according to treatment: ⑴ normal glucose group (NG);⑵high glucose group (HG);⑶mannitol control group (NG+Ma);⑷HUC?MSC co?culture group (HUC?MSCs); ⑸ recombinant human hepatocyte growth factor treatment group (rhHGF);⑹ neutralizing antibody group(HGF?NtAb). Cytometry and Hoechst staining were used to detect the apoptosis rates. Western blot was used to measure the ratio of active PARP to total PARP and the level of Bcl?2. Immunofluorescence was used to study podocytic apoptosis and injury. Neutralizing antibody (NtAb) was used to block its function and the recombinant cytokine was added to induce its function. Results High glucose induced podocytic apoptosis in a time?dependent manner, HUC?MSCs co?culture decreased the podocytic apoptosis rate and the expression of PARP (all P﹤0.05), increased the expression of Bcl?2, prevented the reduced expression and maintained the normal arrangement of podocytic podoplanin. The rhHGF prevented podocytic apoptosis and injury similarly to HUC?MSCs, the beneficial effect of HUC?MSC decreased when blockade of HGF. Conclusions HUC?MSCs co?culture ameliorates podocytic apoptosis and injure induced by HG, probably through secreting soluble HGF.
2.Impact of e-sports activity on adolescents' health, and rehabilitation interventions: a systematic review
Tongtong GUO ; Jian YANG ; Ming WU ; Zhengmao GUO
Chinese Journal of Rehabilitation Theory and Practice 2022;28(8):879-888
ObjectiveTo explore the impact of e-sports activities on adolescents' health based on International Classification of Functioning, Disability and Health (ICF), and conduct a systematic review of health condition and functioning, interventions and outcomes. MethodsThe ICF was used to systematically analyze the physical and mental health and functional impact of adolescents engaging in e-sports activities. Using the keywords and subject heading search method, articles about e-sports, health condition, functioning, functional rehabilitation (intervention) and outcome were searched in CNKI, VIP, Wanfang Database, PubMed, Web of Science and EBSCO from establishment to February, 2022. Systematic review had been adopted for literatures scanning, selection, quality review, and literature synthesis. ICF framework and WHO-FICs coding system were used to analyze the literatures in the fields of e-sport participants' main health condition and health-related conditions, functioning, interventions, and outcomes (health conditions and functioning). Results and ConclusionEight literatures from six countries had been finally included, mainly in the fields of clinical medicine, rehabilitation sciences, sports psychology and rehabilitation psychology. The literatures published mainly after 2015. The average scores on Physiotherapy Evidence Database (PEDro) were 6.88. Using ICF framework, adolescent e-sport participants had main health conditions and functioning at the levels of body, activity and participation, and environment. At body level, the health conditions and functioning involved in the fields of mental function, sensory function and pain, neuromusculoskeletal and motor-related functions, mainly manifested impairments or disorders such as cognitive impairment, emotional disturbance, fatigue, sleep disturbance, depression and anxiety, obesity and musculoskeletal pain. At the individual level, main health conditions and functioning included healthy behaviors (such as sedentary behaviors, insufficient physical activity), diet and malnutrition, and other healthy behaviors. At the level of environment, main factors included support and personal relation, attitudes, services, institutional and policy performance. There were two categories of interventions: interventions at body level, such as physical intervention, psychological intervention; and intervention at activity and participation level, such as social intervention, cognitive-behaviors intervention, social media and moderate-to-high-intensity physical activity. Adolescent participants can get health benefits from interventions in the six dimensions of WHODAS2.0 of cognition, mobility, self-care, getting along with others, life activities, participation and health impact, and specifically manifested improvement in the fields of emotional and cognitive conditions, daily physical activity level, rapidly increasing from light to moderate physical activity; interruption sedentary, increasing in physical activity; enhancement of social relations, accessing to social support; and forming healthy living habits and improving the quality of life and well-being.
3.Effect of video games intervention on adults motor functioning: a scoping review
Tongtong GUO ; Jian YANG ; Ming WU ; Zhengmao GUO
Chinese Journal of Rehabilitation Theory and Practice 2022;28(9):1012-1021
ObjectiveTo review the effects of video game intervention on adults motor functioning based on International Classification of Diseases, Eleventh Revision (ICD-11) and International Classification of Functioning, Disability and Health (ICF). MethodsThe literatures about video game therapy and motor dysfunction were retrieved from databases of CNKI, PubMed, Web of Science, and EBSCO, from establishment to June, 2022. The contents of the literatures were analyzed and encoded based on the conceptual framework and coding of ICD-11 and ICF. ResultsSeven articles were included, which were from six countries, involving 59 randomized controlled trials and 2 648 participants, aged 19.8 to 75.4 years, mainly from the fields of medicine, rehabilitation science, video games, exercise interventions and sports science, with publication dates mainly from 2015 to 2021. The intervention types were mainly classified as simple video game, and combination of video game and exercise intervention. The ways of intervention were human-computer interaction, perceptual motor and augmented reality. The intervention scenes were in scene and presentation scene, while the former involved a rehabilitation institution and family environment, and the latter involved a virtual scene and a physical scene. The frequency of interventions was mainly one to five times a week, 20 to 60 minutes a time, for four to 24 weeks. The outcomes of the intervention mainly involved the promoting the recovery of function of joint and bone, improving the static and dynamic balance of gait, increasing muscle strength, improving self-efficacy, reducing anxiety; improving posture control, providing feedback on daily activities; promoting social interaction, increasing social interaction and communication behavior, etc. ConclusionThere are two types of video game interventions: video game alone and video game combined with motor intervention. The video game intervention combines video game and motor intervention through the interaction of virtual sceneries, dynamic activity demonstration and the presentation and feedback of activity goals, to enhance the effectiveness and efficiency of the intervention and improves patients' interest in motor learning. The intervention can be divided into human-computer interaction, perceptual motor and augmented reality. The outcomes of the intervention can be reflected in three aspects: improvement of physical function, promotion of activity and participation, and enhancement of overall function and quality of life.