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

机译:残障成人使用自适应Wii Fit平衡板进行主动视频游戏时的能量消耗和娱乐:观察性研究

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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.
机译:背景技术身体残障的人很少有机会参加愉快的身体活动。增加身体活动的一种选择是玩主动视频游戏(AVG)。但是,许多AVG无法访问或提供有限的播放选项。目的本研究旨在使用现成的(OTS)和改编版的Wii Fit平衡板(任天堂)来检查AVG玩耍期间行动不便的成年人的能量消耗和娱乐。方法在访问1中,参与者完成了功能评估和熟悉期。在访问2期间,在20分钟的基线和Wii Fit Plus游戏进行的4次10分钟的回合中收集了代谢数据,每块板上均进行了2次回合。在休息期间,参与者完成了体育锻炼享受量表(PACES)。使用SPSS软件计算统计分析。分别分析了能够同时站在两个板上玩的个人的数据(StdStd);那些不能站在OTS板上玩但能够站在经过调整的板上玩的人(aStd);以及那些只能坐在改编板上才能玩的人(aSit)。结果收集了58位参与者的数据(StdStd,n = 17; aStd,n = 10; aSit,n = 31)。样本包括31名男性和27名女性,平均年龄为41.21(SD 12.70)岁。对于所有玩家而言,游戏过程中的能量消耗(代谢当量[MET])明显大于休息时的能量消耗。只有17名参与者(StdStd组)可以使用OTS板进行游戏。在改装板上进行游戏时,两组游戏的平均MET值分别为aSit组2.261(SD 0.718)kcal / kg /小时和2.233(SD 0.751)kcal / kg /小时,3.151(SD 1.034)和aStd组为2.990(SD 1.121),StdStd组为2.732(SD 0.655)和2.777(SD 0.803)。对于适应板上的游戏,自我报告的感知劳累等级为0-10,表明锻炼强度水平更高,中位评分从中等(3)到非常难(7)。 PACES得分表明,所有玩家都喜欢使用经过改编的棋盘,其中位数5分是4。结论经过改编的Wii Fit平衡板为行动不便的个人(包括轮椅使用者)提供了参与AVG的机会。所有参与者都能够使用经过调整的控制器,并享受了AVG活动。尽管在AVG期间达到的平均MET值代表光强度锻炼(<3 METs),但至少一场比赛中有16%的就座参与者和41%的站立参与者达到了中等强度的锻炼(3-6 MET)。可能影响运动强度的因素未包括在内,包括游戏选择,有限的熟悉期以及佩戴COSMED便携式新陈代谢系统测量氧气消耗的不适感。可访问的AVG控制器提供了一种创新的方法,可以克服参加体育活动的各种障碍。下一步包括使用适应性棋盘游戏控制器对AVG干预进行健康和健身结果评估。

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