scholarly journals Energy Expenditure and Enjoyment During Active Video Gaming Using an Adapted Wii Fit Balance Board in Adults with Physical Disabilities: Observational Study (Preprint)

2018 ◽  
Author(s):  
Laurie A Malone ◽  
Mohanraj Thirumalai ◽  
Sangeetha Padalabalanarayanan ◽  
Whitney N Neal ◽  
Sean Bowman ◽  
...  

BACKGROUND Individuals with physical disabilities have fewer opportunities to participate in enjoyable physical activity. One option for increasing physical activity is playing active video games (AVGs); however, many AVGs are inaccessible or offer limited play options. OBJECTIVE This study aimed to examine energy expenditure and enjoyment in adults with mobility impairment during AVG play using off-the-shelf (OTS) and adapted versions of the Wii Fit balance board (Nintendo). METHODS During visit 1, participants completed a functional assessment and the familiarization period. During visit 2, metabolic data were collected during a 20-minute baseline and four 10-minute bouts of Wii Fit Plus game play, with two bouts on each of the boards. During the resting period, participants completed the Physical Activity Enjoyment Scale (PACES). Statistical analyses were computed using SPSS software. Data were analyzed separately for individuals who were able to play while standing on both boards (StdStd); those who could not play while standing on the OTS board, but were able to play while standing on the adapted board (aStd); and those who could only play while sitting on the adapted board (aSit). RESULTS Data were collected for 58 participants (StdStd, n=17; aStd, n=10; aSit, n=31). The sample included 31 men and 27 women with a mean age of 41.21 (SD 12.70) years. Energy expenditure (metabolic equivalent [MET]) during game play was significantly greater than that during rest for all players. Only 17 participants (StdStd group) were able to play using the OTS board. During game play on the adapted board, the average MET values for the two game sets were 2.261 (SD 0.718) kcal/kg/hour and 2.233 (SD 0.751) kcal/kg/hour for the aSit group, 3.151 (SD 1.034) and 2.990 (SD 1.121) for the aStd group, and 2.732 (SD 0.655) and 2.777 (SD 0.803) for the StdStd group. For game play on the adapted board, self-reported ratings of perceived exertion on a 0-10 scale suggested greater exercise intensity levels, with median scores ranging from moderate (3) to very hard (7). The PACES scores indicated that all players enjoyed using the adapted board, with a median score of 4 on a 5-point scale. CONCLUSIONS The adapted Wii Fit balance board provided an opportunity for individuals with mobility impairments, including wheelchair users, to engage in AVG. All participants were able to utilize the adapted controller and enjoyed the AVG activity. Although the average MET values achieved during AVG represented light-intensity exercise (<3 METs), 16% of sitting participants and 41% of standing participants achieved moderate-intensity exercise (3-6 METs) in at least one of the games. Factors not accounted for, which may have influenced the intensity of exercise, include game selection, limited familiarization period, and discomfort wearing the COSMED portable metabolic system for measurement of oxygen consumption. Accessible AVG controllers offer an innovative approach to overcome various barriers to participation in physical activity. The next steps include assessment of an AVG intervention using an adapted board gaming controller on health and fitness outcomes. CLINICALTRIAL ClinicalTrials.gov NCT02994199; https://clinicaltrials.gov/ct2/show/NCT02994199 (Archived by Webcite at http://www.webcitation.org/75fc0mN39).

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

2010 ◽  
Vol 22 (1) ◽  
pp. 7-20 ◽  
Author(s):  
Louise Foley ◽  
Ralph Maddison

There has been increased research interest in the use of active video games (in which players physically interact with images onscreen) as a means to promote physical activity in children. The aim of this review was to assess active video games as a means of increasing energy expenditure and physical activity behavior in children. Studies were obtained from computerised searches of multiple electronic bibliographic databases. The last search was conducted in December 2008. Eleven studies focused on the quantification of the energy cost associated with playing active video games, and eight studies focused on the utility of active video games as an intervention to increase physical activity in children. Compared with traditional nonactive video games, active video games elicited greater energy expenditure, which was similar in intensity to mild to moderate intensity physical activity. The intervention studies indicate that active video games may have the potential to increase free-living physical activity and improve body composition in children; however, methodological limitations prevent definitive conclusions. Future research should focus on larger, methodologically sound intervention trials to provide definitive answers as to whether this technology is effective in promoting long-term physical activity in children.


2017 ◽  
Author(s):  
Mohanraj Thirumalai ◽  
William B Kirkland ◽  
Samuel R Misko ◽  
Sangeetha Padalabalanarayanan ◽  
Laurie A Malone

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


2018 ◽  
Vol 5 (1) ◽  
pp. e2 ◽  
Author(s):  
Mohanraj Thirumalai ◽  
William B Kirkland ◽  
Samuel R Misko ◽  
Sangeetha Padalabalanarayanan ◽  
Laurie A Malone

2017 ◽  
Author(s):  
Mohanraj Thirumalai ◽  
William B Kirkland ◽  
Samuel R Misko ◽  
Sangeetha Padalabalanarayanan ◽  
Laurie A Malone

2014 ◽  
Vol 11 (4) ◽  
pp. 864-870 ◽  
Author(s):  
Jennifer Sween ◽  
Sherrie Flynt Wallington ◽  
Vanessa Sheppard ◽  
Teletia Taylor ◽  
Adana A. Llanos ◽  
...  

Background:The high prevalence of obesity in America can be attributed to inadequate energy expenditure as a result of high levels of physical inactivity. This review presents an overview of the current literature on physical activity, specifically through active videogame systems (exergaming) and how these systems can help to increase physical activity levels.Methods:The search strategy for this review was to identify previous studies that investigated energy expenditure levels using a single active video game or a combination of active videogames.Results:Based on data from 27 studies, a strong correlation exists between exergaming and increased energy expenditure (up to 300% above resting levels). The majority of active videogames tested were found to achieve physical activity levels of moderate intensity, which meet American College of Sports Medicine guidelines for health and fitness.Conclusions:Exergaming is a new and exciting strategy to potentially improve physical activity levels and reduce obesity among Americans.


Author(s):  
Judith E. Deutsch ◽  
Aurora James-Palmer ◽  
Harish Damodaran ◽  
Urska Puh

Abstract Background Active video games have been embraced for the rehabilitation of mobility and promotion of physical activity for persons post-stroke. This study seeks to compare carefully matched standard of care stepping activities, off-the-shelf (non-custom) active video games and custom active video games that are either self-paced or game-paced for promoting neuromuscular intensity and accuracy, cardiovascular intensity, enjoyment and perceived effort. Methods Fifteen persons (ages 38–72) with mild to moderate severity in the chronic phase post-stroke (average 8 years) participated in a single group counter balanced repeated measures study. Participants were included if they were greater than 6 months post-stroke, who could walk 100 feet without assistance and stand unsupported for three continuous minutes. They were excluded if they had cardiac, musculoskeletal or neurologic conditions that could interfere with repeated stepping and follow instructions. In a single session located in a laboratory setting, participants executed for 8.5 min each: repeated stepping, the Kinect-light race game, two custom stepping games for the Kinect, one was repeated and self-paced and the other was random and game paced. Custom video games were adjusted to the participants stepping volume. Ten-minute rest periods followed the exercise during which time participants rested and completed the PACES an enjoyment questionnaire. Participants were instrumented with a metabolic cart and heart rate sensor for collection of cardiovascular intensity (METs and % of max HR) data. Stepping frequency, accuracy and pattern were acquired via video. Data were analyzed using a RMANOVA and post-hoc comparison with a Holm's/Sidak correction. Results Neuromuscular intensity (repetitions) was significantly greater for the off-the-shelf and self-paced custom game, however accuracy was greater for the custom games. Cardiovascular intensity for all activities took place in the moderate intensity exercise band. Enjoyment (measured with a questionnaire and rankings) was greater for the custom active video games and rate of perceived exertion was lower for the custom active video games. Conclusions Custom active video games provided comparable intensity but better accuracy, greater enjoyment and less perceived exertion than standard of care stepping activities and a carefully matched off-the-shelf (non-custom) video game. There were no differences between the game-paced and self-paced custom active video games. Trial registration: NCT04538326.


2012 ◽  
Vol 9 (6) ◽  
pp. 867-874 ◽  
Author(s):  
Peter Pagels ◽  
Anders Raustorp ◽  
Trevor Archer ◽  
Ulf Lidman ◽  
Marie Alricsson

Background:Health organizations suggest that adults ought to engage in at least 30 minutes of moderate-intensity daily physical activity. This study investigated the effects of a 30-minute single daily bout of brisk walking upon risk factors for coronary heart disease with blood lipid profile in particular.Methods:Thirty-three (25–45 y) adults, were randomly assigned into an exercise group (EG; n = 16, 9w) and a control group (CG; n = 17, 6w). The EG walked briskly 30 minutes daily during the 3-week test period. Compliance/adherence was maximal throughout the 3-week intervention due to stringent daily monitoring.Results:The EG showed a significant decrease in concentrations of low density lipoprotein cholesterol (LDL-C) and total cholesterol (TC) during the intervention period. A significant inverse correlation between Δ energy expenditure/day and Δ LDL-C (r = –0.39, P < .05) and an improvement in weight and BMI in the EG was found. Average steps during 30 minutes brisk walking bout was 3669 steps/bout generating a mean energy expenditure of 191 kcal/ bout.Conclusions:The most unique findings were that daily single bouts of moderate-intensity physical activity for 30 minutes, during 3 weeks, induced favorable effects upon body weight, BMI, and blood concentration of LDL-C and TC in healthy adults.


Circulation ◽  
2014 ◽  
Vol 129 (suppl_1) ◽  
Author(s):  
Lisa Kakinami ◽  
Erin K O'Loughlin ◽  
Erika N Dugas ◽  
Catherine M Sabiston ◽  
Gilles Paradis ◽  
...  

Background: Compared to traditional non-active video games, exergaming may contribute significantly to overall daily physical activity (PA), but the association in population-based samples has not been fully explored. Objectives: To assess whether total minutes of PA per week among exergamers differs from non-exergamers, and whether the likelihood of meeting PA guidelines differs between exergamers and non-exergamers. Methods: Data were available from the 2011-2012 wave of the Nicotine Dependence in Teens (NDIT) study (n=829). Multivariable models assessed the association between exergaming with moderate, vigorous, and moderate-to-vigorous PA (MVPA) minutes in the past week, and the association between exergaming and meeting PA guidelines after adjusting for age, household income, employment status, education, weight status, and screen time. Exergaming was defined as use ≥ 1-3 times per month in the past year, and PA guidelines were defined as ≥ 150 minutes of moderately intense PA, or ≥ 75 minutes of vigorously intense PA, or a combination. Minutes of PA were measured using the well-validated International Physical Activity Questionnaire. Sex differences in exergaming use and exergaming beliefs and attitudes were also assessed. Results: In this population-based sample of young adults (mean age 24 [SD: 0.7] years, 55% female [n=455]), 18% (n=148) of the participants were exergamers (54% female, n=80). Exergaming males and females reported an average of 88.4 and 65.7 exergaming minutes in the past week, respectively. Compared to male exergamers, female exergamers were more likely to believe that exergaming is a good way to integrate PA into their lives (p<0.001), were more likely to prefer exergaming to indoor/outdoor sports (p=0.03), and were more likely to use fitness-training exergames at home (p=0.006). Perceived levels of exertion were also significantly different between male and female exergamers. The majority of male exergamers reported light (51%, n=23) or moderate (44%, n=20) exergaming exertion, whereas female exergamers reported moderate (53%, n=30), as well as light (28%, n=16) and intense (19%, n=11) exertion (p=0.02). After adjusting for covariates, male exergamers were not significantly different from male non-exergamers in total minutes of PA per week, but female exergamers reported 47 more minutes of moderate PA in the past week compared to female non-exergamers (p=0.03). There was no association between exergaming and meeting PA guidelines in either males or females. Conclusions: Exergaming contributes to moderate-intensity PA among females but not among males in this population based sample of young adults. Exergaming may therefore be an important source of PA for women, but the current landscape of exergames may be inadequate to substantially increase minutes of PA among males. Differences in attitudes toward exergaming should be further explored.


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