Evaluation of the exercise intensity generated by active video gaming in patients with cystic fibrosis and healthy individuals

2020 ◽  
Vol 19 (3) ◽  
pp. 434-441
Author(s):  
Natália Evangelista Campos ◽  
João Paulo Heinzmann-Filho ◽  
Nicolas Acosta Becker ◽  
Daniele Schiwe ◽  
Mailise Fatima Gheller ◽  
...  
2019 ◽  
Vol 51 (Supplement) ◽  
pp. 849
Author(s):  
Sandra Weigmann-Fassbender ◽  
Kathrin Pfeil ◽  
Burkhard Tönshoff ◽  
Gerhard Huber ◽  
Klaus Weiß ◽  
...  

2009 ◽  
Vol 41 ◽  
pp. 553-554
Author(s):  
Sarah Horst ◽  
Jessica McWha ◽  
Gregory A. Brown ◽  
Brandon S. Shaw ◽  
Ina Shaw

2013 ◽  
Vol 14 (4) ◽  
pp. S92
Author(s):  
K. Naugle ◽  
S. Chang ◽  
J. Parr ◽  
K. Naugle

2016 ◽  
Vol 96 (4) ◽  
pp. 521-532 ◽  
Author(s):  
Jennifer L. Rowland ◽  
Laurie A. Malone ◽  
Cali M. Fidopiastis ◽  
Sangeetha Padalabalanarayanan ◽  
Mohanraj Thirumalai ◽  
...  

This perspective article explores the utility of active video gaming as a means of reducing sedentary behavior and increasing physical activity among youth with physical disabilities and limitations in lower extremity function who typically are excluded from mainstream exercise options. Youth with physical disabilities are disproportionately affected by health problems that result from sedentary behavior, lack of physical activity, and low fitness levels. Physical, programmatic, and attitudinal barriers have a synergistic and compounded impact on youths' ability to participate in physical activity. A recent health and wellness task force recommendation from the American Physical Therapy Association's Section on Pediatrics supports analyzing individualized health behaviors and preferences that are designed to improve fitness, physical activity, and participation in pediatric rehabilitation. This recommendation represents an opportunity to explore nontraditional options to maximize effectiveness and sustainability of pediatric rehabilitation techniques for youth with disabilities who could best benefit from customized programming. One new frontier in promoting physical activity and addressing common physical activity barriers for youth with physical disabilities is active video games (AVGs), which have received growing attention as a promising strategy for promoting health and fitness in children with and without disabilities. The purpose of this article is to discuss the potential for AVGs as an accessible option to increase physical activity participation for youth with physical disabilities and limitations in lower extremity function. A conceptual model on the use of AVGs to increase physical activity participation for youth with physical disabilities is introduced, and future research potential is discussed, including a development project for game controller adaptations within the Rehabilitation Engineering Research Center on Interactive Exercise Technologies and Exercise Physiology for People With Disabilities (RERC RecTech) at the University of Alabama at Birmingham (UAB)/Lakeshore Foundation Research Collaborative.


2015 ◽  
Vol 115 (3) ◽  
pp. 547-553 ◽  
Author(s):  
J. P. Chaput ◽  
A. Tremblay ◽  
B. Pereira ◽  
Y. Boirie ◽  
M. Duclos ◽  
...  

AbstractAlthough a few data are available regarding the impact of video games on energy intake (EI) in lean adolescents, there is no evidence on the effect of passive and active video gaming on food intake in both lean and obese youth. It is also unknown whether isoenergetic active video games and exercise differently affect food consumption in youth. In all, twelve lean and twelve obese adolescent boys (12–15 years old) had to complete four 1-h sessions in a cross-over design study: control (CON; sitting), passive video game (PVG; boxing game on Xbox 360), active video game (AVG; boxing game on Xbox Kinect 360) and exercise (EX; cycling). The exercise and active video game activities were designed to generate the same energy expenditure (EE). EE was measured using a K4b2 portable indirect calorimeter. Ad libitum food intake and appetite sensations were assessed following the sessions. AVG and EX-EE were significantly higher in obese participants and significantly higher compared with PVG and CON in both groups. Obese participants significantly ate more than lean ones in all four conditions (P<0·001). EI did not differ between conditions in obese participants (CON: 4935 (sd 1490) kJ; PVG: 4902 (sd 1307) kJ; AVG: 4728 (sd 1358) kJ; EX: 4643 (sd 1335) kJ), and was significantly lower in lean participants after EX (2847 (sd 577) kJ) compared with PVG (3580 (sd 863) kJ) and AVG (3485 (sd 643) kJ) (P<0·05). Macronutrient intake was not significantly different between the groups or conditions. Hunger was significantly higher and satiety was lower in obese participants but no condition effect was observed. Overall, moderate-intensity exercise provides better effect on energy balance than an isoenergetic hour of active video gaming in lean adolescent boys by dually affecting EE and EI.


2014 ◽  
Vol 17 (6) ◽  
pp. 597-601 ◽  
Author(s):  
Monique Simons ◽  
Emely de Vet ◽  
Johannes Brug ◽  
Jaap Seidell ◽  
Mai J.M. Chinapaw

10.2196/11326 ◽  
2019 ◽  
Vol 7 (1) ◽  
pp. e11326 ◽  
Author(s):  
Laurie A Malone ◽  
Mohanraj Thirumalai ◽  
Sangeetha Padalabalanarayanan ◽  
Whitney N Neal ◽  
Sean Bowman ◽  
...  

10.2196/30672 ◽  
2021 ◽  
Author(s):  
Laurie A. Malone ◽  
Ganisher K. Davlyatov ◽  
Sangeetha Padalabalanarayanan ◽  
Mohanraj Thirumalai

2016 ◽  
Vol 4 (2) ◽  
pp. 98-110 ◽  
Author(s):  
Magnus Sabel ◽  
Anette Sjölund ◽  
Jürgen Broeren ◽  
Daniel Arvidsson ◽  
Jean-Michel Saury ◽  
...  

Abstract Background. Physical activity can enhance cognitive functions in both animals and humans. We hypothesized that physically active video gaming could: i) improve cognitive functions and ii) improve the execution of activities of daily living among survivors of childhood brain tumors. Methods. Children 7 to 17 years old who completed treatment, including radiotherapy, for a brain tumor 1 to 5 years earlier were randomized to either intervention or waiting list. After 10 to 12 weeks the groups crossed over. The intervention consisted of active video gaming, using a motion-controlled video console (Nintendo Wii), for a minimum of 30 minutes a day, 5 days a week and weekly Internet-based coaching sessions. Evaluations before and after each period included tests of the execution of activities of daily living, using the Assessment of Motor and Process Skills (AMPS) and cognitive tests. Test scores before and after the intervention were compared. A parallel group comparison was performed as a sensitivity analysis. Results. All 13 children enrolled completed the program. Compared to baseline, the motor (P= .012) and process (P=.002) parts of AMPS improved significantly after active video gaming. In the parallel group analysis the improvement in the process part of AMPS remained statistically significant (P= .029), but not the change in AMPS motor score (P= .059). No significant change was found in cognitive tests although there were trends for improvement in sustained attention (P = .090) and selective attention (P = .078). Conclusion. In this pilot study, active video gaming used as a home-based intervention for childhood brain tumor survivors improved motor and process skills in activities of daily living.


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