Literature DB >> 26728453

Active video gaming improves body coordination in survivors of childhood brain tumours.

Magnus Sabel1,2, Anette Sjölund2, Jürgen Broeren3, Daniel Arvidsson4,5, Jean-Michel Saury2, Klas Blomgren1,2,3,6, Birgitta Lannering1,2, Ingrid Emanuelson1.   

Abstract

PURPOSE: We investigated whether active video gaming (AVG) could bring about regular, enjoyable, physical exercise in children treated for brain tumours, what level of physical activity could be reached and if the children's physical functioning improved.
METHODS: Thirteen children, aged 7-17 years, were randomised to either AVG or waiting-list. After 10-12 weeks they crossed-over. Weekly Internet coaching sessions were used to sustain motivation and evaluate enjoyment. Energy expenditure (EE) levels were measured as Metabolic Equivalent of Task (MET), using a multisensory activity monitor. Single-blinded assessments of physical functioning were done, using the Bruininks-Osteretsky Test of Motor Performance, second edition, evaluating participants before and after the intervention period, as well as comparing the randomisation groups after the first period.
RESULTS: All patients completed the study. AVG sessions (mean duration 47 minutes) were performed on 72% of all days. Mean EE level during AVG sessions was 3.0 MET, corresponding to moderate physical activity. The Body Coordination score improved by 15% (p = 0.021) over the intervention period.
CONCLUSIONS: In this group of childhood brain tumour survivors, home-based AVG, supported by a coach, was a feasible, enjoyable and moderately intense form of exercise that improved Body Coordination. Implications for Rehabilitation Childhood brain tumour survivors frequently have cognitive problems, inferior physical functioning and are less physically active compared to their healthy peers. Active video gaming (AVG), supported by Internet coaching, is a feasible home-based intervention in children treated for brain tumours, promoting enjoyable, regular physical exercise of moderate intensity. In this pilot study, AVG with Nintendo Wii improved Body Coordination.

Entities:  

Keywords:  Brain tumour; energy expenditure; exercise therapy; motor skills disorders; paediatric; video games

Mesh:

Year:  2016        PMID: 26728453     DOI: 10.3109/09638288.2015.1116619

Source DB:  PubMed          Journal:  Disabil Rehabil        ISSN: 0963-8288            Impact factor:   3.033


  16 in total

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Review 3.  Use of active video games with or without videoconferencing on health outcomes in adolescent and young adult cancer survivors: a systematic review.

Authors:  Ursela Christopherson; Stephanie J Wells; Nathan Parker; Elizabeth J Lyons; Michael D Swartz; Anna Blozinski; Karen Basen-Engquist; Susan Peterson; Maria C Swartz
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4.  Possible Biases of Researchers' Attitudes Toward Video Games: Publication Trends Analysis of the Medical Literature (1980-2013).

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8.  Effects of physically active video gaming on cognition and activities of daily living in childhood brain tumor survivors: a randomized pilot study.

Authors:  Magnus Sabel; Anette Sjölund; Jürgen Broeren; Daniel Arvidsson; Jean-Michel Saury; Jonas Gillenstrand; Ingrid Emanuelson; Klas Blomgren; Birgitta Lannering
Journal:  Neurooncol Pract       Date:  2016-08-29

Review 9.  Physical therapy interventions, other than general physical exercise interventions, in children and adolescents before, during and following treatment for cancer.

Authors:  Paula A Ospina; Alyssa McComb; Lesley E Pritchard-Wiart; David D Eisenstat; Margaret L McNeely
Journal:  Cochrane Database Syst Rev       Date:  2021-08-03

10.  The effect of an active video game intervention on physical activity, motor performance, and fatigue in children with cancer: a randomized controlled trial.

Authors:  Lotta Hamari; Liisa S Järvelä; Päivi M Lähteenmäki; Mikko Arola; Anna Axelin; Tero Vahlberg; Sanna Salanterä
Journal:  BMC Res Notes       Date:  2019-11-29
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