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使用基于 Wii 的视频游戏进行活动项目时囊性纤维化 (CF) 患者的生理反应。

Physiological response during activity programs using Wii-based video games in patients with cystic fibrosis (CF).

机构信息

Asociación Madrileña de Fibrosis Quística, Center for Advanced Studies, University La Salle, University Autonoma of Madrid, Madrid, Spain; Master Respiratory Medicine, Barcelona University and Pompeu Fabra University, Barcelona, Spain.

Master Respiratory Medicine, Barcelona University and Pompeu Fabra University, Barcelona, Spain.

出版信息

J Cyst Fibros. 2014 Dec;13(6):706-11. doi: 10.1016/j.jcf.2014.05.004. Epub 2014 Jun 13.

Abstract

UNLABELLED

Patients with cystic fibrosis (CF) are characterized by an abnormal ventilation response that limits the exercise capacity. Exercise training increases exercise capacity, decreases dyspnea and improves health-related quality of life in CF. Adherence to pulmonary rehabilitation programs is a key factor to guarantee optimal benefits and a difficult goal in this population. The aim of this study was to determine the physiological response during three Nintendo Wii™ video game activities (VGA) candidates to be used as training modalities in patients with CF.

METHOD

24 CF patients (age 12.6±3.7 years; BMI 18.8±2.9kgm(-2); FEV1 93.8±18.8%pred) were included. All participants performed, on two separate days, 3 different VGA: 1) Wii Fit Plus (Wii-Fit); 2) Wii Active (Wii-Acti), and 3) Wii Family Trainer (Wii-Train), in random order during 5min. The obtained results were compared with the 6-min walk test (6MWT). The physiological variables [oxygen uptake (VO2), minute ventilation (VE), and heart rate (HR)] were recorded using a portable metabolic analyzer.

RESULTS

During all VGA and 6MWT, VO2 reached a plateau from the 3rd min. Compared with the 6MWT (1024.2±282.2mLm(-1)), Wii-Acti (1232.2±427.2mLm(-1)) and Wii-Train (1252.6±360.2mLm(-1)) reached higher VO2 levels during the last 3min (p<0.0001 in both cases), while Wii-Fit (553.8±113.2mLm(-1)) reached significantly lower levels of VO2 (p<0.001). Similar effects were seen for the ventilatory volume (VE). No differences in dyspnea and oxygen saturation were seen between the different modalities. All patients were compliant with all three Wii™ modalities.

CONCLUSION

Active video game are well tolerated by patients with CF. All the modalities evaluated imposed a constant load but were associated with different physiological responses reflecting the different intensities imposed. Wii-Acti and Wii-Train impose a significantly high metabolic demand comparable to the 6MWT. Further research is needed to evaluate the effects of VGA as a training program to increase exercise capacity for CF patients.

摘要

目的

确定三种任天堂 Wii™视频游戏活动(VGA)在囊性纤维化(CF)患者中作为训练模式的生理反应。

方法

纳入 24 例 CF 患者(年龄 12.6±3.7 岁;BMI 18.8±2.9kgm(-2);FEV1 93.8±18.8%pred)。所有参与者在两天内分别以随机顺序进行 3 种不同的 VGA:1)Wii Fit Plus(Wii-Fit);2)Wii Active(Wii-Acti);3)Wii Family Trainer(Wii-Train),持续 5 分钟。获得的结果与 6 分钟步行测试(6MWT)进行比较。使用便携式代谢分析仪记录生理变量[摄氧量(VO2)、分钟通气量(VE)和心率(HR)]。

结果

在所有 VGA 和 6MWT 中,VO2 在第 3 分钟后达到平台期。与 6MWT(1024.2±282.2mLm(-1))相比,Wii-Acti(1232.2±427.2mLm(-1))和 Wii-Train(1252.6±360.2mLm(-1))在最后 3 分钟达到更高的 VO2 水平(在两种情况下均<0.0001),而 Wii-Fit(553.8±113.2mLm(-1))则达到显著较低的 VO2 水平(p<0.001)。通气量(VE)也有类似的影响。不同模式之间的呼吸困难和氧饱和度没有差异。所有患者均能耐受所有三种 Wii™模式。

结论

主动视频游戏能被 CF 患者很好地耐受。所有评估的模式都施加了恒定的负荷,但与不同的生理反应相关,反映了所施加的不同强度。Wii-Acti 和 Wii-Train 施加的代谢需求明显较高,与 6MWT 相当。需要进一步研究评估 VGA 作为 CF 患者增加运动能力的训练方案的效果。

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