Lai Byron, Davis Drew, Narasaki-Jara Mai, Hopson Betsy, Powell Danielle, Gowey Marissa, Rocque Brandon G, Rimmer James H
Division of Pediatric Rehabilitation Medicine, School of Medicine, University of Alabama at Birmingham, Birmingham, AL, United States.
Department of Kinesiology, California Polytechnic State University Pomona, Pomona, CA, United States.
JMIR Serious Games. 2020 Sep 3;8(3):e20667. doi: 10.2196/20667.
BACKGROUND: Access to physical activity among youth with spina bifida (SB) is much lower than it is for children without disability. Enjoyable home-based exercise programs are greatly needed. OBJECTIVE: Our objective is to examine the feasibility of a virtual reality (VR) active video gaming system (ie, bundle of consumer-available equipment) to meet US physical activity guidelines in two youth with SB. METHODS: Two youth with SB-a 12-year-old female and a 13-year-old male; both full-time wheelchair users-participated in a brief, 4-week exercise program using a popular VR head-mounted display: Oculus Quest (Facebook Technologies). The system included a Polar H10 (Polar Canada) Bluetooth heart rate monitor, a no-cost mobile phone app (VR Health Exercise Tracker [Virtual Reality Institute of Health and Exercise]), and 13 games. The intervention protocol was conducted entirely in the homes of the participants due to the coronavirus disease 2019 (COVID-19) pandemic. The VR system was shipped to participants and they were instructed to do their best to complete 60 minutes of moderate-intensity VR exercise per day. Exercise duration, intensity, and calories expended were objectively monitored and recorded during exercise using the heart rate monitor and a mobile app. Fatigue and depression were measured via self-report questionnaires at pre- and postintervention. Participants underwent a semistructured interview with research staff at postintervention. RESULTS: Across the intervention period, the total average minutes of all exercise performed each week for participants 1 and 2 were 281 (SD 93) and 262 (SD 55) minutes, respectively. The total average minutes of moderate-intensity exercise performed per week for participants 1 and 2 were 184 (SD 103) (184/281, 65.4%) and 215 (SD 90) (215/262, 82.1%) minutes, respectively. One participant had a reduction in their depression score, using the Quality of Life in Neurological Disorders (Neuro-QoL) test, from baseline to postintervention, but no other changes were observed for fatigue and depression scores. Participants reported that the amount of exercise they completed was far higher than what was objectively recorded, due to usability issues with the chest-worn heart rate monitor. Participants noted that they were motivated to exercise due to the enjoyment of the games and VR headset as well as support from a caregiver. CONCLUSIONS: This study demonstrated that two youth with SB who used wheelchairs could use a VR system to independently and safely achieve exercise guidelines at home. Study findings identified a promising protocol for promoting exercise in this population and this warrants further examination in future studies with larger samples.
背景:脊柱裂(SB)青少年参与体育活动的机会远低于无残疾儿童。非常需要有趣的家庭锻炼计划。 目的:我们的目的是研究虚拟现实(VR)主动视频游戏系统(即一套消费者可用设备)能否使两名患有SB的青少年达到美国体育活动指南的要求。 方法:两名患有SB的青少年——一名12岁女性和一名13岁男性,均为全职轮椅使用者——参与了一项为期4周的简短锻炼计划,使用的是一款流行的VR头戴式显示器:Oculus Quest(脸书科技公司)。该系统包括一个博能H10(博能加拿大公司)蓝牙心率监测器、一款免费手机应用程序(VR健康锻炼追踪器[健康与运动虚拟现实研究所])以及13款游戏。由于2019年冠状病毒病(COVID - 19)大流行,干预方案完全在参与者家中进行。VR系统被运送给参与者,并指导他们尽力每天完成60分钟的中等强度VR锻炼。锻炼期间,使用心率监测器和手机应用程序客观监测并记录锻炼时长、强度和消耗的卡路里。在干预前后通过自我报告问卷测量疲劳和抑郁情况。干预后,参与者接受了研究人员的半结构化访谈。 结果:在整个干预期内,参与者1和参与者2每周进行的所有锻炼的总平均分钟数分别为281(标准差93)和262(标准差55)分钟。参与者1和参与者2每周进行的中等强度锻炼的总平均分钟数分别为184(标准差103)(184/281,65.4%)和215(标准差90)(215/262,82.1%)分钟。一名参与者使用神经疾病生活质量(Neuro - QoL)测试,从基线到干预后抑郁得分有所降低,但在疲劳和抑郁得分方面未观察到其他变化。参与者报告称,由于佩戴在胸部的心率监测器存在可用性问题,他们完成的锻炼量远高于客观记录的量。参与者指出,由于游戏和VR头戴式设备带来的乐趣以及护理人员的支持,他们有动力进行锻炼。 结论:本研究表明,两名使用轮椅的患有SB的青少年可以使用VR系统在家中独立且安全地达到锻炼指南要求。研究结果确定了一个在该人群中促进锻炼的有前景的方案,这值得在未来更大样本的研究中进一步检验。
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