Malone Laurie A, Thirumalai Mohanraj, Padalabalanarayanan Sangeetha, Neal Whitney N, Bowman Sean, Mehta Tapan
University of Alabama at Birmingham/Lakeshore Foundation Research Collaborative, Birmingham, AL, United States.
JMIR Serious Games. 2019 Feb 1;7(1):e11326. doi: 10.2196/11326.
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.
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).
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).
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.
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.
ClinicalTrials.gov NCT02994199; https://clinicaltrials.gov/ct2/show/NCT02994199 (Archived by Webcite at http://www.webcitation.org/75fc0mN39).
身体残疾的人参与有趣的体育活动的机会较少。增加体育活动的一种选择是玩主动式电子游戏(AVG);然而,许多AVG无法使用或提供的游戏选项有限。
本研究旨在使用现成的(OTS)和Wii Fit平衡板(任天堂)的改良版本,研究行动不便的成年人在玩AVG时的能量消耗和愉悦感。
在第1次访视期间,参与者完成了功能评估和熟悉期。在第2次访视期间,在20分钟的基线期和四组10分钟的Wii Fit Plus游戏过程中收集代谢数据,每组游戏在两个平衡板上各进行一次。在休息期间,参与者完成了身体活动愉悦感量表(PACES)。使用SPSS软件进行统计分析。数据分别针对能够在两个平衡板上站立玩游戏的个体(StdStd)、不能在OTS平衡板上站立玩游戏但能在改良平衡板上站立玩游戏的个体(aStd)以及只能在改良平衡板上坐着玩游戏的个体(aSit)进行分析。
共收集了58名参与者的数据(StdStd组,n = 17;aStd组,n = 10;aSit组,n = 31)。样本包括31名男性和27名女性,平均年龄为41.21(标准差12.70)岁。所有玩家在游戏过程中的能量消耗(代谢当量[MET])显著高于休息期间。只有17名参与者(StdStd组)能够使用OTS平衡板玩游戏。在改良平衡板上玩游戏时,aSit组两组游戏的平均MET值分别为2.261(标准差0.718)千卡/千克/小时和2.233(标准差0.751)千卡/千克/小时,aStd组为3.151(标准差1.034)和2.990(标准差1.121),StdStd组为2.732(标准差0.655)和2.777(标准差0.803)。在改良平衡板上玩游戏时,自我报告的0至10级主观用力程度表明运动强度水平更高,中位数得分从中等(3)到非常剧烈(7)不等。PACES得分表明所有玩家都喜欢使用改良平衡板,在5分制量表上的中位数得分为4分。
改良后的Wii Fit平衡板为包括轮椅使用者在内的行动不便的个体提供了参与AVG的机会。所有参与者都能够使用改良后的控制器并享受AVG活动。尽管AVG过程中达到的平均MET值代表轻度运动(<3 METs),但16%的坐着参与者和41%的站立参与者在至少一款游戏中达到了中度运动(3 - 6 METs)。可能影响运动强度但未考虑的因素包括游戏选择、熟悉期有限以及佩戴用于测量耗氧量的COSMED便携式代谢系统时的不适感。无障碍AVG控制器提供了一种创新方法,可克服参与体育活动的各种障碍。下一步包括评估使用改良后的棋盘游戏控制器进行AVG干预对健康和健身结果的影响。
ClinicalTrials.gov NCT02994199;https://clinicaltrials.gov/ct2/show/NCT02994199(由Webcite存档于http://www.webcitation.org/75fc0mN39)。