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针对身体残疾的青少年和成年人使用适配游戏垫进行的主动式视频游戏:观察性研究。

Active Video Gaming Using an Adapted Gaming Mat in Youth and Adults With Physical Disabilities: Observational Study.

作者信息

Malone Laurie A, Davlyatov Ganisher K, Padalabalanarayanan Sangeetha, Thirumalai Mohanraj

机构信息

University of Alabama at Birmingham/Lakeshore Research Collaborative, School of Health Professions, University of Alabama at Birmingham, Birmingham, AL, United States.

Department of Health Administration and Policy, Hudson College of Public Health, University of Oklahoma Health Sciences Center, Oklahoma City, OK, United States.

出版信息

JMIR Serious Games. 2021 Aug 26;9(3):e30672. doi: 10.2196/30672.

DOI:10.2196/30672
PMID:34435962
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC8430845/
Abstract

BACKGROUND

A common leisure-time activity amongst youth and adults in the United States is video gameplay. Playing video games is typically a sedentary endeavor; however, to encourage an increased level of physical activity in an engaging and enjoyable way, active video gaming has become popular. Unfortunately, the accessibility of gaming controllers is often an issue for persons with disabilities. A commercial off-the-shelf (OTS) gaming mat was adapted to facilitate use by individuals with mobility impairments to address this issue.

OBJECTIVE

Our study aimed to examine energy expenditure, enjoyment, and gameplay experience in youth and adults with mobility impairment during active video gaming using an OTS and adapted versions of a gaming mat.

METHODS

The study used an observational design. During visit 1, physical function was assessed, and participants were given a familiarization period with the gaming system. For visit 2, based on observation during the physical function tests and discussion with the participant, it was decided whether the participant would play in a standing or seated position. For standing gameplay, the mat was placed on the floor, and for seated play, the mat was placed on a height-adjustable and tilt-adjustable tabletop. Metabolic data were collected during a 20-minute baseline and four 10-minute bouts of Wii Fit Plus gameplay, with 2 bouts on each of the mats (adapted and OTS). During gameplay, the research staff observed and rated participants' ability to use the game controller (mat) and the quality of gameplay. At the end of each game set, participants reported their rating of perceived exertion on a scale from 0 to 10. During rest, participants completed the physical activity enjoyment scale. Participants also answered additional questions regarding the system's usability with each controller (adapted mat and OTS mat). Statistical analyses were computed using Stata 16 (version 16.1; StataCorp). Linear mixed-effects maximum likelihood regression was performed separately for individuals who could play standing and for those who played seated.

RESULTS

A convenience sample of 78 individuals with mobility impairments between the ages of 12 and 60 years (mean 39.6, SD 15.8) participated in the study. Of the sample, 48 participants played the video games in a seated position, while 30 played the games standing. Energy expenditure and heart rate tended to be higher in the OTS mat condition for seated players, while values were similar for both conditions among standing players. However, seated participants reported greater gameplay experience, and both groups exhibited a higher quality of gameplay during the adapted mat condition.

CONCLUSIONS

Active video gaming using an adapted gaming mat provided an enjoyable exercise activity for individuals with mobility impairments. The use of the adapted controller provides a means by which this population can engage in light to moderate intensity active video gaming, thereby reducing sedentary leisure time.

TRIAL REGISTRATION

ClinicalTrials.gov NCT02994199; https://clinicaltrials.gov/ct2/show/NCT02994199.

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1ce4/8430845/1821293fddfb/games_v9i3e30672_fig3.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1ce4/8430845/23c59a8cbaa1/games_v9i3e30672_fig1.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1ce4/8430845/c0b2423caeac/games_v9i3e30672_fig2.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1ce4/8430845/1821293fddfb/games_v9i3e30672_fig3.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1ce4/8430845/23c59a8cbaa1/games_v9i3e30672_fig1.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1ce4/8430845/c0b2423caeac/games_v9i3e30672_fig2.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1ce4/8430845/1821293fddfb/games_v9i3e30672_fig3.jpg
摘要

背景

在美国,电子游戏是青少年和成年人常见的休闲活动。玩电子游戏通常是一种久坐不动的行为;然而,为了以一种引人入胜且有趣的方式鼓励增加身体活动量,主动式电子游戏变得流行起来。不幸的是,游戏控制器的可及性对于残疾人来说往往是个问题。一款商用现成(OTS)游戏垫经过改装,以方便行动不便的人使用,从而解决这一问题。

目的

我们的研究旨在考察行动不便的青少年和成年人在使用OTS游戏垫及改装版游戏垫进行主动式电子游戏时的能量消耗、愉悦感和游戏体验。

方法

本研究采用观察性设计。在第一次访视期间,评估身体功能,并让参与者对游戏系统进行熟悉。在第二次访视时,根据身体功能测试期间的观察以及与参与者的讨论,决定参与者是站立还是坐着玩游戏。对于站立式游戏,将游戏垫放在地板上;对于坐着玩游戏,将游戏垫放在高度和倾斜度可调节的桌面上。在20分钟的基线期以及四轮各10分钟的Wii Fit Plus游戏过程中收集代谢数据,每种游戏垫(改装版和OTS版)各进行两轮游戏。在游戏过程中,研究人员观察并对参与者使用游戏控制器(游戏垫)的能力以及游戏质量进行评分。在每组游戏结束时,参与者用0至10分的量表报告他们的主观用力程度评分。在休息期间,参与者完成身体活动愉悦感量表。参与者还回答了关于每个控制器(改装游戏垫和OTS游戏垫)系统可用性的其他问题。使用Stata 16(版本16.1;StataCorp)进行统计分析。对能够站立玩游戏的人和坐着玩游戏的人分别进行线性混合效应最大似然回归分析。

结果

一个由78名年龄在12至60岁之间(平均39.6岁,标准差15.8)的行动不便者组成的便利样本参与了本研究。在样本中,48名参与者坐着玩电子游戏,而30名参与者站着玩游戏。对于坐着玩游戏的参与者,在OTS游戏垫条件下能量消耗和心率往往更高,而对于站着玩游戏的参与者,两种条件下的值相似。然而,坐着的参与者报告有更丰富的游戏体验,并且两组在使用改装游戏垫的条件下都表现出更高的游戏质量。

结论

使用改装后的游戏垫进行主动式电子游戏为行动不便的人提供了一项有趣的锻炼活动。使用改装后的控制器为这一人群提供了一种参与轻度至中度强度主动式电子游戏的方式,从而减少久坐的休闲时间。

试验注册

ClinicalTrials.gov NCT02994199;https://clinicaltrials.gov/ct2/show/NCT02994199 。

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