Magnus Sabel1,2, Anette Sjölund2, Jürgen Broeren3, Daniel Arvidsson4,5, Jean-Michel Saury2, Klas Blomgren1,2,3,6, Birgitta Lannering1,2, Ingrid Emanuelson1. 1. a Department of Pediatrics , Institute of Clinical Sciences, Sahlgrenska Academy, University of Gothenburg , Gothenburg , Sweden ; 2. b Queen Silvia Children's Hospital , Gothenburg , Sweden ; 3. c Institute of Neuroscience and Physiology, Centre for Brain Repair and Rehabilitation, Sahlgrenska Academy, University of Gothenburg , Gothenburg , Sweden ; 4. d Department of Clinical Sciences , Faculty of Medicine, Lund University , Lund , Sweden ; 5. e Institute for Sports Sciences and Clinical Biomechanics, University of Southern Denmark , Odense , Denmark ; 6. f Department of Women's and Children's Health , Karolinska Institute , Stockholm , Sweden.
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.
RCT Entities:
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
Authors: Ursela Christopherson; Stephanie J Wells; Nathan Parker; Elizabeth J Lyons; Michael D Swartz; Anna Blozinski; Karen Basen-Engquist; Susan Peterson; Maria C Swartz Journal: J Cancer Surviv Date: 2021-06-04 Impact factor: 4.062
Authors: Aviv Segev; Mitchell Rovner; David Ian Appel; Aaron W Abrams; Michal Rotem; Yuval Bloch Journal: J Med Internet Res Date: 2016-07-18 Impact factor: 5.428
Authors: Philippe F Paquier; Karin S Walsh; Kimberley M Docking; Helen Hartley; Ram Kumar; Coriene E Catsman-Berrevoets Journal: Childs Nerv Syst Date: 2019-06-20 Impact factor: 1.475
Authors: Helen Hartley; Elizabeth Cassidy; Lisa Bunn; Ram Kumar; Barry Pizer; Steven Lane; Bernie Carter Journal: Cerebellum Date: 2019-10 Impact factor: 3.847
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
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
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