Literature DB >> 27108475

Exergaming for individuals with neurological disability: a systematic review.

Maziah Mat Rosly1, Hadi Mat Rosly2, Glen M Davis Oam3,4, Ruby Husain1, Nazirah Hasnan5.   

Abstract

INTRODUCTION: Exergames have the potential to enable persons with disabilities to take part in physical activities that are of appropriate "dose-potency" and enjoyable within a relatively safe home environment. It overcomes some of the challenges regarding transportation difficulties in getting to commercial gymnasium facilities, reducing physical activities perceived as "boring" or getting access into the built environment that may be "wheelchair unfriendly".
OBJECTIVE: This systematic review assessed available evidence whether "exergaming" could be a feasible modality for contributing to a recommended exercise prescription according to current ACSM™ or WHO guidelines for physical activity.
METHODS: Strategies used to search for published articles were conducted using separate search engines (Google Scholar™, PubMed™ and Web of Science™) on cardiometabolic responses and perceived exertion during exergaming among neurologically-disabled populations possessing similar physical disabilities. Each study was categorized using the SCIRE-Pedro evidence scale.
RESULTS: Ten of the 144 articles assessed were identified and met specific inclusion criteria. Key outcome measures included responses, such as energy expenditure, heart rate and perceived exertion. Twelve out of the 17 types of exergaming interventions met the ACSM™ or WHO recommendations of "moderate intensity" physical activity. Exergames such as Wii Jogging, Bicycling, Boxing, DDR and GameCycle reported moderate physical activity intensities. While Wii Snowboarding, Skiing and Bowling only produced light intensities.
CONCLUSION: Preliminary cross-sectional evidence in this review suggested that exergames have the potential to provide moderate intensity physical activity as recommended by ACSM™ or WHO in populations with neurological disabilities. However, more research is needed to document exergaming's efficacy from longitudinal observations before definitive conclusions can be drawn. Implications for Rehabilitation Exergaming can be deployed as physical activity or exercise using commercially available game consoles for neurologically disabled individuals in the convenience of their home environment and at a relatively inexpensive cost Moderate-to-vigorous intensity exercises can be achieved during exergaming in this population of persons with neurological disabilities. Exergaming can also be engaging and enjoyable, yet achieve the recommended physical activity guidelines proposed by ACSM™ or WHO for health and fitness benefits. Exergaming as physical activity in this population is feasible for individuals with profound disabilities, since it can be used even in sitting position for wheelchair-dependent users, thus providing variability in terms of exercise options. In the context of comprehensive rehabilitation, exergaming should be viewed by the clinician as "at least as good as" (and likely more enjoyable) than traditional arm-exercise modalities, with equivalent aerobic dose-potency as "traditional" exercise in clinic or home environments.

Entities:  

Keywords:  Energy expenditure; exercise; exergame; exertion; heart rate; muscular; neurological disability

Mesh:

Year:  2016        PMID: 27108475     DOI: 10.3109/09638288.2016.1161086

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


  19 in total

1.  Acceptability and outcomes of an individualized exergaming telePT program for veterans with multiple sclerosis: a pilot study.

Authors:  Shane Chanpimol; Kimberly Benson; Heidi Maloni; Susan Conroy; Mitchell Wallin
Journal:  Arch Physiother       Date:  2020-10-01

2.  Leisure time physical activity participation in individuals with spinal cord injury in Malaysia: barriers to exercise.

Authors:  Maziah Mat Rosly; Mark Halaki; Nazirah Hasnan; Hadi Mat Rosly; Glen M Davis; Ruby Husain
Journal:  Spinal Cord       Date:  2018-02-06       Impact factor: 2.772

3.  Assessment of Active Video Gaming Using Adapted Controllers by Individuals With Physical Disabilities: A Protocol.

Authors:  Laurie A Malone; Sangeetha Padalabalanarayanan; Justin McCroskey; Mohanraj Thirumalai
Journal:  JMIR Res Protoc       Date:  2017-06-16

Review 4.  Games Used With Serious Purposes: A Systematic Review of Interventions in Patients With Cerebral Palsy.

Authors:  Sílvia Lopes; Paula Magalhães; Armanda Pereira; Juliana Martins; Carla Magalhães; Elisa Chaleta; Pedro Rosário
Journal:  Front Psychol       Date:  2018-09-19

5.  Results and Guidelines From a Repeated-Measures Design Experiment Comparing Standing and Seated Full-Body Gesture-Based Immersive Virtual Reality Exergames: Within-Subjects Evaluation.

Authors:  Wenge Xu; Hai-Ning Liang; Qiuyu He; Xiang Li; Kangyou Yu; Yuzheng Chen
Journal:  JMIR Serious Games       Date:  2020-07-27       Impact factor: 4.143

6.  Study Protocol: Does an Acute Intervention of High-Intensity Physical Exercise Followed by a Brain Training Video Game Have Immediate Effects on Brain Activity of Older People During Stroop Task in fMRI?-A Randomized Controlled Trial With Crossover Design.

Authors:  Robin Maximilian Himmelmeier; Rui Nouchi; Toshiki Saito; Dalila Burin; Jens Wiltfang; Ryuta Kawashima
Journal:  Front Aging Neurosci       Date:  2019-09-18       Impact factor: 5.750

7.  Exergame-Driven High-Intensity Interval Training in Untrained Community Dwelling Older Adults: A Formative One Group Quasi- Experimental Feasibility Trial.

Authors:  Stefanie Rebsamen; Ruud H Knols; Pierrette Baschung Pfister; Eling D de Bruin
Journal:  Front Physiol       Date:  2019-08-07       Impact factor: 4.566

8.  Feasibility of a Commercially Available Virtual Reality System to Achieve Exercise Guidelines in Youth With Spina Bifida: Mixed Methods Case Study.

Authors:  Byron Lai; Drew Davis; Mai Narasaki-Jara; Betsy Hopson; Danielle Powell; Marissa Gowey; Brandon G Rocque; James H Rimmer
Journal:  JMIR Serious Games       Date:  2020-09-03       Impact factor: 4.143

9.  Examining the Feasibility of Early Mobilization With Virtual Reality Gaming Using Head-Mounted Display and Adaptive Software With Adolescents in the Pediatric Intensive Care Unit: Case Report.

Authors:  Byron Lai; Maegen Powell; Anne Grace Clement; Drew Davis; Erin Swanson-Kimani; Leslie Hayes
Journal:  JMIR Rehabil Assist Technol       Date:  2021-05-27

10.  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

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