Jennifer L Rowland1, James H Rimmer. 1. Department of Disability and Human Development, University of Illinois at Chicago, 1640 West Roosevelt, Chicago, IL 60608-6904, USA. jenrow@uic.edu
Abstract
OBJECTIVE: To examine the feasibility of adapting active video games (AVGs) for nonambulatory wheelchair users at functionally diverse levels and to examine these AVGs as a method for increasing energy expenditure (EE) for 3 young adults with severe (SEV), moderate (MOD), and no upper extremity limitation (NL). DESIGN: Case study. SETTING: Residential special education school for youth and young adults with physical disabilities. PARTICIPANTS: Two young adults with spastic cerebral palsy (SEV, MOD) and one young adult with spina bifida (NL). All participants were nonambulatory wheelchair users. METHODS: Each participant performed Wii bowling and tennis and an adapted upper extremity version of a Dance Dance Revolution (DDR) game pad. MAIN OUTCOME MEASUREMENTS: EE was measured through indirect calorimetry (VO(2)). Heart rate data were collected with the use of a Polar Heart Rate Monitor. RESULTS: SEV and MOD participants showed a higher percentage increase in EE for the Wii games (SEV, 25.6%; MOD, 30.8%) compared with DDR (SEV, 10.8%; MOD, 29.1%), whereas the participant with NL had a greater EE increase for the DDR (173.5%) compared with Wii (59.5%). CONCLUSIONS: AVGs showed clinically significant increases in EE for all 3 participants and can be performed by nonambulatory wheelchair users ranging from those with NL to those with SEV upper extremity limitation with the appropriate adaptations.
OBJECTIVE: To examine the feasibility of adapting active video games (AVGs) for nonambulatory wheelchair users at functionally diverse levels and to examine these AVGs as a method for increasing energy expenditure (EE) for 3 young adults with severe (SEV), moderate (MOD), and no upper extremity limitation (NL). DESIGN: Case study. SETTING: Residential special education school for youth and young adults with physical disabilities. PARTICIPANTS: Two young adults with spastic cerebral palsy (SEV, MOD) and one young adult with spina bifida (NL). All participants were nonambulatory wheelchair users. METHODS: Each participant performed Wii bowling and tennis and an adapted upper extremity version of a Dance Dance Revolution (DDR) game pad. MAIN OUTCOME MEASUREMENTS: EE was measured through indirect calorimetry (VO(2)). Heart rate data were collected with the use of a Polar Heart Rate Monitor. RESULTS: SEV and MOD participants showed a higher percentage increase in EE for the Wii games (SEV, 25.6%; MOD, 30.8%) compared with DDR (SEV, 10.8%; MOD, 29.1%), whereas the participant with NL had a greater EE increase for the DDR (173.5%) compared with Wii (59.5%). CONCLUSIONS: AVGs showed clinically significant increases in EE for all 3 participants and can be performed by nonambulatory wheelchair users ranging from those with NL to those with SEV upper extremity limitation with the appropriate adaptations.
Authors: Jennifer L Rowland; Laurie A Malone; Cali M Fidopiastis; Sangeetha Padalabalanarayanan; Mohanraj Thirumalai; James H Rimmer Journal: Phys Ther Date: 2015-08-27
Authors: Mohanraj Thirumalai; William B Kirkland; Samuel R Misko; Sangeetha Padalabalanarayanan; Laurie A Malone Journal: JMIR Rehabil Assist Technol Date: 2018-03-06