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Playing self-paced video games requires the same energy expenditure but is more enjoyable and less effortful than standard of care activities

机译:玩自我节奏的视频游戏需要相同的能量支出,但比护理活动的标准更令人愉快,更少努力

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The purpose of this study was to determine if a custom self-paced video game promoted intense training without compromising movement symmetry, while being perceived as less effortful and more enjoyable than a comparable standard of care activity. Fifteen participants (38-72 years old) in the chronic phase post-stroke participated in this study. They played a custom self-paced stepping video game (VSTEP) and a comparable standard of care stepping activity (SOC). Data collected for each activity included, stepping frequency and accuracy, kinematics, exercise intensity, perceived effort, and enjoyment. There were no significant differences in repetitions or exercise intensity between conditions. The difference of the maximum side step length between the unaffected and affected lower extremity (LE) was significant in SOC, but not in the VSTEP condition. Maximum marching height of the affected limb and symmetry of marching was significantly greater for VSTEP compared to SOC. Perceived effort was statistically significantly lower and enjoyment was statistically significantly higher for VSTEP compared to SOC. In conclusion, playing custom self-paced video games required the same energy expenditure but was more enjoyable, promoted movement symmetry and was less effortful than SOC.
机译:本研究的目的是确定定制的自定节拍视频游戏是否促进了强烈的训练,而不会损害运动对称,同时被视为比可比较的护理活动标准更少努力和更令人愉快。十五名参与者(38-72岁)在慢性阶段的中风后参加了这项研究。他们发挥了自定义自定步的踩踏视频游戏(VSTEP)和可比的护理步进活动标准(SOC)。为每项活动收集的数据包括,步进频率和准确性,运动学,运动强度,感知努力和享受。条件之间的重复或运动强度没有显着差异。在非受影响和受影响的下肢(LE)之间的最大侧面长度的差异在SOC中具有重要意义,但不在VSTEP条件下。与SoC相比,VSTEP的受影响肢体的最大游行高度和游行的对称性明显更大。与SoC相比,感知努力在统计上显着降低,益处享受统计上显着更高。总之,播放定制自定节拍视频游戏需要相同的能源支出,但更令人愉快,促进运动对称,比SoC更小。

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