Literature DB >> 11427364

Does computer game play aid in motivation of exercise and increase metabolic activity during wheelchair ergometry?

T J O'Connor1, S G Fitzgerald, R A Cooper, T A Thorman, M L Boninger.   

Abstract

GAME(Wheels) is an interface between a portable roller system and a computer that enables a wheelchair user to play commercially available computer video games. The subject controls the game play with the propulsion of their wheelchair's wheels on the rollers. The purpose of this study was to investigate whether using the GAME(Wheels) System during wheelchair propulsion exercise can help increase the individual's physiological response and aid in the motivation to exercise. Fifteen subjects participated in this study. The subjects propelled their wheelchairs on a portable roller that was equipped with the GAME(Wheels) System. There were two exercise trials consisting of 2 min of warm-up, 16 min of exercise and 2 min of cool-down. Physiological data (ventilation rate, oxygen consumption, heart rate) were collected. A significant difference (P<0.05) was found between exercise with GAME(Wheels) versus without GAME(Wheels) for average ventilation rate and average oxygen consumption. The differences were found during time periods of transition from warm-up to exercise, and before and after the midpoint of exercise. Written questionnaires showed that 87% of the individuals tested reported the system would help them work out on a regular basis. Playing the video game helped these individuals to reach their exercise training zone faster and maintain it for the entire exercise trial.

Entities:  

Mesh:

Year:  2001        PMID: 11427364     DOI: 10.1016/s1350-4533(01)00046-7

Source DB:  PubMed          Journal:  Med Eng Phys        ISSN: 1350-4533            Impact factor:   2.242


  7 in total

Review 1.  Playing for real: video games and stories for health-related behavior change.

Authors:  Tom Baranowski; Richard Buday; Debbe I Thompson; Janice Baranowski
Journal:  Am J Prev Med       Date:  2008-01       Impact factor: 5.043

2.  Potential benefits of nintendo wii fit among people with multiple sclerosis: a longitudinal pilot study.

Authors:  Matthew Plow; Marcia Finlayson
Journal:  Int J MS Care       Date:  2011

3.  Effectiveness of an upper extremity exercise device integrated with computer gaming for aerobic training in adolescents with spinal cord dysfunction.

Authors:  Lana M Widman; Craig M McDonald; R Ted Abresch
Journal:  J Spinal Cord Med       Date:  2006       Impact factor: 1.985

4.  Active Video/Arcade Games (Exergaming) and Energy Expenditure in College Students.

Authors:  Shannon R Siegel; Bryan L Haddock; Andrea M Dubois; Linda D Wilkin
Journal:  Int J Exerc Sci       Date:  2009

5.  Physiological responses to exergaming after spinal cord injury.

Authors:  Patricia Burns; Jochen Kressler; Mark S Nash
Journal:  Top Spinal Cord Inj Rehabil       Date:  2012

6.  Energy Expenditure and Enjoyment During Active Video Gaming Using an Adapted Wii Fit Balance Board in Adults with Physical Disabilities: Observational Study.

Authors:  Laurie A Malone; Mohanraj Thirumalai; Sangeetha Padalabalanarayanan; Whitney N Neal; Sean Bowman; Tapan Mehta
Journal:  JMIR Serious Games       Date:  2019-02-01       Impact factor: 4.143

7.  Wii or Kinect? A Pilot Study of the Exergame Effects on Older Adults' Physical Fitness and Psychological Perception.

Authors:  Jinhui Li; Long Li; Peng Huo; Cheng Ma; Linlin Wang; Yin Leng Theng
Journal:  Int J Environ Res Public Health       Date:  2021-12-08       Impact factor: 3.390

  7 in total

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