scholarly journals Comparison of Energy Expenditure in Wheelchair Users During Active Video Gaming with Adapted Game Controllers

2019 ◽  
Vol 51 (Supplement) ◽  
pp. 166-167
Author(s):  
Laurie A. Malone ◽  
Sangeetha Padalabalanarayanan ◽  
Mohanraj Thirumalai
10.2196/11326 ◽  
2019 ◽  
Vol 7 (1) ◽  
pp. e11326 ◽  
Author(s):  
Laurie A Malone ◽  
Mohanraj Thirumalai ◽  
Sangeetha Padalabalanarayanan ◽  
Whitney N Neal ◽  
Sean Bowman ◽  
...  

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

BACKGROUND A common leisure-time activity amongst youth and adults in the United States is video game play. Playing video games is typically a sedentary endeavor, however, to encourage an increased level of physical activity in an engaging and enjoyable way active video gaming has become popular. Unfortunately, accessibility of gaming controllers is often an issue for persons with disabilities. To address this issue, a commercial off-the-shelf (OTS) gaming mat was adapted to facilitate use by individuals with mobility impairments. OBJECTIVE To examine energy expenditure, enjoyment, and game play experience in youth and adults with mobility impairment during active video gaming (AVG) using OTS and adapted versions of a gaming mat. METHODS The study used an observational design. During visit 1, physical function was assessed, and participants were given a familiarization period with the gaming system. For visit 2, based on observation during the physical function tests and discussion with the participant, it was decided whether the participant would play in a standing or seated position. For standing game play the mat was placed on the floor and for seated play the mat was placed on a height- and tilt-adjustable tabletop. Metabolic data were collected during a 20-minute baseline and four 10-minute bouts of Wii Fit Plus game play, two bouts on each of the mats (adapted, OTS). During gameplay, research staff observed and rated participants’ ability to use the game controller (mat) and quality of gameplay. At the end of each game set, participants reported their rating of perceived exertion on a scale from 0-10. During rest participants completed the Physical Activity Enjoyment Scale (PACES). Participants also answered additional questions regarding usability of the system with each controller (adapted mat, OTS mat). Statistical analyses were computed using Stata 16. Linear mixed-effects maximum likelihood regression was performed, separately for individuals who were able to play standing and for those who played seated. RESULTS A convenience sample of 78 individuals with mobility impairments between the ages of 12 and 60 years (mean 39.6, SD 15.8) participated in the study. Of the sample, 48 participants played the video games in a seated position, while 30 played the games standing. Energy expenditure and heart rate tended to be higher in the OTS mat condition for seated players, while values were similar for both conditions among standing players. However, seated participants reported greater game play experience and both groups exhibited a higher quality of game play during the adapted mat condition. CONCLUSIONS Active video gaming using an adapted gaming mat provided an enjoyable exercise activity for individuals with mobility impairments. Use of the adapted controller provides a means by which this population can engage in light to moderate intensity active video gaming, thereby reducing sedentary leisure time. CLINICALTRIAL ClinicalTrial: ClinicalTrials.gov Identifier: NCT02994199


2019 ◽  
Vol 51 (Supplement) ◽  
pp. 849
Author(s):  
Sandra Weigmann-Fassbender ◽  
Kathrin Pfeil ◽  
Burkhard Tönshoff ◽  
Gerhard Huber ◽  
Klaus Weiß ◽  
...  

2020 ◽  
Vol 19 (3) ◽  
pp. 434-441
Author(s):  
Natália Evangelista Campos ◽  
João Paulo Heinzmann-Filho ◽  
Nicolas Acosta Becker ◽  
Daniele Schiwe ◽  
Mailise Fatima Gheller ◽  
...  

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.


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