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脑卒中患者交互式视频游戏的能量消耗和运动强度。

Energy expenditure and exercise intensity of interactive video gaming in individuals poststroke.

机构信息

1University of Medicine and Dentistry of New Jersey, Newark, NJ, USA.

出版信息

Neurorehabil Neural Repair. 2014 Jan;28(1):56-65. doi: 10.1177/1545968313497100. Epub 2013 Jul 29.

Abstract

BACKGROUND

Off-the-shelf activity-promoting video games (AVGs) are proposed as a tool for promoting regular physical activity among individuals poststroke.

OBJECTIVE

To characterize the energy expenditure (EE), exercise intensity, and energy metabolism of individuals poststroke, while playing AVGs in different positions, from different consoles, and to compare the performance with comfortable walking and with able-bodied individuals.

METHODS

Eleven poststroke and 8 able-bodied participants played in standing Wii-Boxing Xbox-Boxing, Wii-Run and Penguin, and also Wii-Boxing in sitting. EE (expressed as metabolic equivalents [METs]); exercise intensity (expressed as %predicted maximal heart rate [HR]), rate of perceived exertion (RPE), and respiratory exchange ratio (RER) were used to characterize the games.

RESULTS

Participants' poststroke EE ranged from 1.81 ± 0.74 to 3.46 ± 1.3 METs and was lower compared with able-bodied participants for Xbox-Boxing (P = .001), Wii-Boxing in standing (P = .01), Run (P < .001), and Penguin (P = .001). Participants' poststroke exercise intensity ranged from 49.8 ± 9.3 to 64.7 ± 9.3 %predicted maximal HR and was lower compared with able-bodied participants for Xbox-Boxing (P = .007) and Run (P = .005). For participants poststroke, EE of walking at a comfortable did not differ from boxing games in standing or Run. For able-bodied participants only, the EE for Xbox-Boxing was higher than Wii-Boxing (6.5 ± 2.6 vs 4.4 ± 1.1, P = .02). EE was higher in standing versus sitting for poststroke (P = .04) and able-bodied (P = .03) participants. There were no significant group differences for RPEs. RER of playing in sitting approached anaerobic metabolism.

CONCLUSIONS

Playing upper extremity (ie, Boxing) or mobility (ie, Run) AVGs in standing resulted in moderate EE and intensity for participants poststroke. EE was lower for poststroke than for able-bodied participants.

摘要

背景

现成的促进活动的视频游戏(AVG)被提议作为一种工具,以促进中风后个体的定期身体活动。

目的

描述中风后个体在不同位置、不同控制台玩 AVG 时的能量消耗(EE)、运动强度和能量代谢,并将其与舒适步行和健全个体进行比较。

方法

11 名中风后患者和 8 名健全个体分别进行 Wii-Boxing(Xbox-Boxing)、Wii-Run 和 Penguin 游戏,以及 Wii-Boxing 坐姿游戏。EE(以代谢当量[METs]表示);运动强度(以预测最大心率的百分比[HR]表示)、感知用力程度(RPE)和呼吸交换比(RER)用于描述游戏。

结果

中风后患者的 EE 范围为 1.81±0.74 至 3.46±1.3 METs,与健全个体相比,Xbox-Boxing(P=.001)、站立 Wii-Boxing(P=.01)、Run(P<.001)和 Penguin(P=.001)的 EE 更低。中风后患者的运动强度范围为 49.8±9.3 至 64.7±9.3%预测最大 HR,与健全个体相比,Xbox-Boxing(P=.007)和 Run(P=.005)的运动强度更低。对于中风后患者,舒适步行的 EE 与站立或 Run 拳击游戏没有差异。仅对于健全个体,Xbox-Boxing 的 EE 高于 Wii-Boxing(6.5±2.6 比 4.4±1.1,P=.02)。站立时的 EE 高于坐姿时的 EE,无论是中风后患者(P=.04)还是健全个体(P=.03)。RPE 没有显著的组间差异。坐姿时的 RER 接近无氧代谢。

结论

站立时玩上肢(如拳击)或移动(如跑步)的 AVG 会导致中风后患者的 EE 和强度适中。中风后患者的 EE 低于健全个体。

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