Rowland Jennifer L, Malone Laurie A, Fidopiastis Cali M, Padalabalanarayanan Sangeetha, Thirumalai Mohanraj, Rimmer James H
J.L. Rowland, PT, PhD, MPH, Center for Public Service and Family Strengths, University of Houston-Downtown, 1002 Commerce St, C-220, Houston, TX 77002 (USA).
L.A. Malone, PhD, University of Alabama at Birmingham/Lakeshore Foundation Research Collaborative, Birmingham, Alabama.
Phys Ther. 2016 Apr;96(4):521-32. doi: 10.2522/ptj.20140258. Epub 2015 Aug 27.
This perspective article explores the utility of active video gaming as a means of reducing sedentary behavior and increasing physical activity among youth with physical disabilities and limitations in lower extremity function who typically are excluded from mainstream exercise options. Youth with physical disabilities are disproportionately affected by health problems that result from sedentary behavior, lack of physical activity, and low fitness levels. Physical, programmatic, and attitudinal barriers have a synergistic and compounded impact on youths' ability to participate in physical activity. A recent health and wellness task force recommendation from the American Physical Therapy Association's Section on Pediatrics supports analyzing individualized health behaviors and preferences that are designed to improve fitness, physical activity, and participation in pediatric rehabilitation. This recommendation represents an opportunity to explore nontraditional options to maximize effectiveness and sustainability of pediatric rehabilitation techniques for youth with disabilities who could best benefit from customized programming. One new frontier in promoting physical activity and addressing common physical activity barriers for youth with physical disabilities is active video games (AVGs), which have received growing attention as a promising strategy for promoting health and fitness in children with and without disabilities. The purpose of this article is to discuss the potential for AVGs as an accessible option to increase physical activity participation for youth with physical disabilities and limitations in lower extremity function. A conceptual model on the use of AVGs to increase physical activity participation for youth with physical disabilities is introduced, and future research potential is discussed, including a development project for game controller adaptations within the Rehabilitation Engineering Research Center on Interactive Exercise Technologies and Exercise Physiology for People With Disabilities (RERC RecTech) at the University of Alabama at Birmingham (UAB)/Lakeshore Foundation Research Collaborative.
这篇观点文章探讨了主动式电子游戏在减少久坐行为以及增加下肢功能存在残疾和限制的青少年身体活动方面的效用,这些青少年通常被排除在主流运动选项之外。身体有残疾的青少年受久坐行为、缺乏身体活动和低健康水平所导致的健康问题影响的比例过高。身体、项目和态度方面的障碍对青少年参与身体活动的能力具有协同和复合影响。美国物理治疗协会儿科学分会最近的一项健康与保健特别工作组建议支持分析旨在改善健康状况、身体活动和参与儿科康复的个性化健康行为及偏好。这一建议为探索非传统选项提供了契机,以最大限度地提高针对最能从定制化项目中受益的残疾青少年的儿科康复技术的有效性和可持续性。促进身体活动以及解决身体有残疾的青少年常见身体活动障碍的一个新领域是主动式电子游戏(AVG),它作为促进残疾和非残疾儿童健康与健身的一种有前景的策略,受到了越来越多的关注。本文的目的是讨论主动式电子游戏作为一种可及选项,增加下肢功能存在残疾和限制的青少年身体活动参与度的潜力。介绍了一个关于使用主动式电子游戏增加身体有残疾的青少年身体活动参与度的概念模型,并讨论了未来的研究潜力,包括阿拉巴马大学伯明翰分校(UAB)/湖滨基金会研究协作中心的残疾人交互式运动技术与运动生理学康复工程研究中心(RERC RecTech)内的游戏控制器适配开发项目。