Literature DB >> 25351282

Does a Nintendo Wii exercise program provide similar exercise demands as a traditional pulmonary rehabilitation program in adults with COPD?

Tyler LeGear1, Mark LeGear1, Dejan Preradovic1, Geoffrey Wilson1, Ashley Kirkham2, Pat G Camp1,2.   

Abstract

BACKGROUND AND AIMS: The chronic obstructive pulmonary disease (COPD) population can experience lower activity and fitness levels than the non-COPD population. The Nintendo Wii may be an appropriate at-home training device for the COPD population, which could be used as a supplement for a pulmonary rehabilitation program. This study was a randomized, within-subject, cross-over study involving 10 adults with COPD previously enrolled in St Paul's Hospital's pulmonary rehabilitation program. This study attempted to determine if specific Wii activities resulted in similar energy expenditures to that of a more traditional pulmonary rehabilitation activity.
METHODS: Participants completed two 15-min exercise interventions in a single session, with a washout period of 30 min in-between. The interventions were an experimental Wii intervention and a traditional treadmill intervention.
RESULTS: There was no significant difference in total energy expenditure between the two 15-min exercise interventions [mean difference 36.3 joules; 95% confidence interval (CI): 31.4, 104]. There was no significant difference in heart rate (mean difference -0.167 beats per minute; 95% CI: -4.83, 4.50), rating of perceived exertion (mean difference 0.100; 95% CI: -0.416, 0.616) and Borg dyspnea scale (mean difference 0.267; 95% CI: -0.004, 0.537) between the two 15-min exercise interventions. There was a significant difference in SpO2 between the two 15-min exercise interventions (Wii intervention mean difference 2.33% > treadmill intervention; 95% CI: 1.52, 3.15).
CONCLUSION: Gaming technology can provide an exercise program that has similar cardiovascular demands to traditional pulmonary rehabilitation programs for patients with COPD. Further research is necessary to address feasibility and long-term adherence.
© 2014 John Wiley & Sons Ltd.

Entities:  

Keywords:  chronic obstructive pulmonary disease; energy expenditure; exercise; physiotherapy; video games

Mesh:

Year:  2014        PMID: 25351282     DOI: 10.1111/crj.12216

Source DB:  PubMed          Journal:  Clin Respir J        ISSN: 1752-6981            Impact factor:   2.570


  5 in total

1.  Effect of Virtual Reality-Based Rehabilitation on Physical Fitness in Patients with Chronic Obstructive Pulmonary Disease.

Authors:  Sebastian Rutkowski; Anna Rutkowska; Dariusz Jastrzębski; Henryk Racheniuk; Witold Pawełczyk; Jan Szczegielniak
Journal:  J Hum Kinet       Date:  2019-10-18       Impact factor: 2.193

2.  Perspectives of older adults with chronic disease on the use of wearable technology and video games for physical activity.

Authors:  Joshua Simmich; Allison Mandrusiak; Trevor Russell; Stuart Smith; Nicole Hartley
Journal:  Digit Health       Date:  2021-05-30

3.  Virtual Reality Rehabilitation in Patients with Chronic Obstructive Pulmonary Disease: A Randomized Controlled Trial.

Authors:  Sebastian Rutkowski; Anna Rutkowska; Paweł Kiper; Dariusz Jastrzebski; Henryk Racheniuk; Andrea Turolla; Jan Szczegielniak; Richard Casaburi
Journal:  Int J Chron Obstruct Pulmon Dis       Date:  2020-01-13

4.  A Perspective on Implementation of Technology-Driven Exergames for Adults as Telerehabilitation Services.

Authors:  Cécil J W Meulenberg; Eling D de Bruin; Uros Marusic
Journal:  Front Psychol       Date:  2022-03-17

5.  Active Video Games as a Training Tool for Individuals With Chronic Respiratory Diseases: A SYSTEMATIC REVIEW.

Authors:  Stacey J Butler; Annemarie L Lee; Roger S Goldstein; Dina Brooks
Journal:  J Cardiopulm Rehabil Prev       Date:  2019-03       Impact factor: 2.081

  5 in total

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