Is There Evidence That Active Videogames Increase Energy Expenditure and Exercise Intensity for People Poststroke and with Cerebral Palsy?
Autor: | Mary Jane Myslinski, Phyllis Guarrera-Bowlby, Judith E. Deutsch, Michal Kafri |
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Rok vydání: | 2015 |
Předmět: |
Adult
medicine.medical_specialty Health (social science) Population CINAHL Health Promotion Cerebral palsy Physical medicine and rehabilitation Intervention (counseling) Metabolic Equivalent medicine Humans education Child Stroke Exercise education.field_of_study Cerebral Palsy Rehabilitation Public Health Environmental and Occupational Health Stroke Rehabilitation Middle Aged medicine.disease Computer Science Applications Exercise Therapy Energy expenditure Video Games Physical therapy Exercise intensity Psychology Energy Metabolism |
Zdroj: | Games for health journal. 4(1) |
ISSN: | 2161-7856 |
Popis: | This article asked and answered the question of whether there was evidence to support the use of videogames for promotion of wellness and fitness for people poststroke and those with cerebral palsy (CP). A literature search of PubMed, CINAHL, and PEDro using a population, intervention, and outcome (PIO) approach and the key words "stroke (or CP) AND video games (and synonyms) AND energy expenditure (EE) (and synonyms)" was conducted. It yielded two relevant references for people poststroke and five references for people with CP. The literature extraction and synthesis by the categories of the PIO indicated that most studies used only the population of interest, except two that compared the EE with that of healthy controls. The main finding is that both people poststroke (moderate severity) and people with CP (mild severity) can achieve moderate EE playing Wii(™) (Nintendo, Kyoto, Japan), PlayStation(®) (Sony, Tokyo, Japan), and Kinect(™) (Microsoft, Redmond, WA) games. Adults with CP of mild severity played the videogames at vigorous levels, whereas those with severe CP played them at low levels. There appears to be an interaction between development and severity that influences the exercise intensity measured by EE. The findings suggests that videogames are a gateway for wellness promotion. |
Databáze: | OpenAIRE |
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