Literature DB >> 29616887

Upper limb muscle activation during sports video gaming of persons with spinal cord injury.

Jeffrey P Jaramillo1, M Elise Johanson1, B Jenny Kiratli1.   

Abstract

OBJECTIVE: Video gaming as a therapeutic tool has largely been studied within the stroke population with some benefits reported in upper limb motor performance, balance, coordination, and cardiovascular status. To date, muscle activation of upper limb muscles in persons with spinal cord injuries (SCI) has not been studied during video game play. In this paper, we provide descriptive and comparative data for muscle activation and strength during gaming for players with tetraplegia and paraplegia, as well as, compare these results with data from traditional arm exercises (ie, biceps curl and shoulder press) with light weights which are commonly prescribed for a home program. PARTICIPANTS: Fourteen individuals with chronic SCI (9 tetraplegia, 5 paraplegia).
DESIGN: We measured upper limb muscle activation with surface electromyography (EMG) during Wii Sports video game play. Muscle activation was recorded from the playing arm during 4 selected games and normalized to a maximum voluntary contraction (MVC). OUTCOME MEASURES: Heart rate and upper limb motion were recorded simultaneously with EMG. Wilcoxon signed rank tests were used to analyze differences in muscle activation between participants with paraplegia versus tetraplegia and compare gaming with traditional arm exercises with light weights. A Friedman 2-way analysis of variance identified key muscle groups active during game play.
RESULTS: Overall muscle activation across the games was not different between those with paraplegia and tetraplegia. Heart rate during video game play for tennis and boxing were on average 10 to 20 beats/minute above resting heart rate. The magnitude of EMG was relatively greater for traditional arm exercises with light weights compared with game play.
CONCLUSION: The selected Wii games were able to elicit upper extremity muscle activation and elevated heart rates for individuals with SCI that may be used to target therapeutic outcomes.

Entities:  

Keywords:  EMG; Exercise; Paraplegia; Tetraplegia; Upper limb; Video games

Mesh:

Year:  2018        PMID: 29616887      PMCID: PMC6340275          DOI: 10.1080/10790268.2018.1452391

Source DB:  PubMed          Journal:  J Spinal Cord Med        ISSN: 1079-0268            Impact factor:   1.985


  17 in total

1.  Nintendo wii sports and wii fit game analysis, validation, and application to stroke rehabilitation.

Authors:  Judith E Deutsch; Arielle Brettler; Caroline Smith; Jamie Welsh; Roshan John; Phyllis Guarrera-Bowlby; Michal Kafri
Journal:  Top Stroke Rehabil       Date:  2011 Nov-Dec       Impact factor: 2.119

2.  Exploring children's movement characteristics during virtual reality video game play.

Authors:  Danielle Levac; Michael R Pierrynowski; Melissa Canestraro; Lindsay Gurr; Laurean Leonard; Christyann Neeley
Journal:  Hum Mov Sci       Date:  2010-08-17       Impact factor: 2.161

3.  Triceps Brachii in Incomplete Tetraplegia: EMG and Dynamometer Evaluation of Residual Motor Resources and Capacity for Strengthening.

Authors:  M Elise Johanson; Zoia C Lateva; Jeffrey Jaramillo; B Jenny Kiratli; Kevin C McGill
Journal:  Top Spinal Cord Inj Rehabil       Date:  2013

4.  Cardiovascular fitness is improved post-stroke with upper-limb Wii-based Movement Therapy but not dose-matched constraint therapy.

Authors:  Terry Trinh; Sarah E Scheuer; Angelica G Thompson-Butel; Christine T Shiner; Penelope A McNulty
Journal:  Top Stroke Rehabil       Date:  2016-03-01       Impact factor: 2.119

5.  Energy metabolism during activity-promoting video games practice in subjects with spinal cord injury: evidences for health promotion.

Authors:  P Gaffurini; L Bissolotti; S Calza; C Calabretto; C Orizio; M Gobbo
Journal:  Eur J Phys Rehabil Med       Date:  2013-02-01       Impact factor: 2.874

6.  Wii-based movement therapy to promote improved upper extremity function post-stroke: a pilot study.

Authors:  Marie R Mouawad; Catherine G Doust; Madeleine D Max; Penelope A McNulty
Journal:  J Rehabil Med       Date:  2011-05       Impact factor: 2.912

7.  Does the use of Nintendo Wii SportsTM improve arm function? Trial of WiiTM in Stroke: a randomized controlled trial and economics analysis.

Authors:  Katja Adie; Christine Schofield; Margie Berrow; Jennifer Wingham; John Humfryes; Colin Pritchard; Martin James; Rhoda Allison
Journal:  Clin Rehabil       Date:  2016-07-10       Impact factor: 3.477

8.  The efficacy of Wii-based Movement Therapy for upper limb rehabilitation in the chronic poststroke period: a randomized controlled trial.

Authors:  Penelope A McNulty; Angelica G Thompson-Butel; Steven G Faux; Gaven Lin; Pesi H Katrak; Laura R Harris; Christine T Shiner
Journal:  Int J Stroke       Date:  2015-09-01       Impact factor: 5.266

9.  Energy expenditure in adolescents playing new generation computer games.

Authors:  Lee Graves; Gareth Stratton; N D Ridgers; N T Cable
Journal:  Br J Sports Med       Date:  2008-07       Impact factor: 13.800

10.  Effectiveness of commercial gaming-based virtual reality movement therapy on functional recovery of upper extremity in subacute stroke patients.

Authors:  Jun Hwan Choi; Eun Young Han; Bo Ryun Kim; Sun Mi Kim; Sang Hee Im; So Young Lee; Chul Woong Hyun
Journal:  Ann Rehabil Med       Date:  2014-08-28
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  2 in total

1.  Kinematic and electromyography analysis of paraplegic gait with the assistance of mechanical orthosis and walker.

Authors:  Mina Baniasad; Farzam Farahmand; Mokhtar Arazpour; Hassan Zohoor
Journal:  J Spinal Cord Med       Date:  2019-03-18       Impact factor: 1.985

2.  Adaptive Esports for People With Spinal Cord Injury: New Frontiers for Inclusion in Mainstream Sports Performance.

Authors:  Laura Tabacof; Sophie Dewil; Joseph E Herrera; Mar Cortes; David Putrino
Journal:  Front Psychol       Date:  2021-04-15
  2 in total

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