| Literature DB >> 31967219 |
Tamires Teixeira Gomes1, Debora Stripari Schujmann1, Carolina Fu1.
Abstract
OBJECTIVE: To evaluate the level of activity that Nintendo WiiTM can elicit in intensive care unit patients and its associated safety and patient satisfaction.Entities:
Mesh:
Year: 2019 PMID: 31967219 PMCID: PMC7008986 DOI: 10.5935/0103-507X.20190078
Source DB: PubMed Journal: Rev Bras Ter Intensiva ISSN: 0103-507X
Figure 1Patient receiving instructions on how to play the game shown on the television during the physiotherapy session. Patients sitting on a chair playing the game were properly monitored.
Figure 2Patient sitting on a chair during the physiotherapy session playing a swordfighting game.
Population characteristics (n = 60 patients and 100 sessions)
| Variables | |
|---|---|
| Age, years old | 47 ± 17 |
| SAPS III | 53 ± 14 |
| Male sex | 30 (50) |
| Cause of patients' ICU admission | |
| Respiratory | 12 (20) |
| Nonrespiratory | 48 (80) |
| Use of invasive devices during session | |
| Nasal oxygen cannula | 37 (37) |
| Feeding tube | 72 (72) |
| Central venous catheter | 37 (37) |
| Peripheral venous catheter | 59 (59) |
| Drain | 7 (7) |
| Dialysis catheter | 4 (4) |
| Use of vasoactive drugs during session | 16 (16) |
| Use of tracheostomy during session | 3 (3) |
| Use of orotracheal tube during session | 8 (8) |
| Use of IMV during session | 9 (9) |
SAPS III - Simplified Acute Physiology Score III; ICU - intensive care unit; IMV - invasive mechanical ventilation. Results expressed as the mean ± standard deviation or n (%).
Level of activity characteristics (n = 100 sessions)
| Modified Borg scale | |
| Initial score | 0 (0 - 0) |
| Final score | 2 (0 - 4) |
| Percentage of time spent in each level of activity | |
| Light (n =100 sessions) | 59 ± 21 |
| Moderate (n = 99 sessions) | 38 ± 21 |
| Vigorous (n = 12 sessions) | 16 ± 9 |
| Sessions performed in standing position (n = 12) | 4 (4) |
| Sessions performed in sitting position (n = 12) | 8 (8) |
| Very vigorous (n = 6 sessions) | 8 ± 6 |
Results expressed as the median (25% -75% quartiles), mean ± standard deviation or n (%).
Evaluation of the activity (n = 100 sessions and 60 patients)
| Do you think you are able to play this game? | |
| Yes | 86 (86) |
| No | 1 (1) |
| Did not answer | 13 (13) |
| On a 0 to 10 scale, how much did you enjoy this activity? | 10 (8 - 10) |
| Do you prefer the videogame session or other activities during physical therapy? | |
| Videogame | 22 (32) |
| Videogame and deambulation training | 7 (7) |
| Standard exercises and deambulation training | 4 (4) |
| Walking | 9 (9) |
| All exercises | 24 (24) |
| Did not answer | 23 (23) |
| Would you like to take on this activity in the next physical therapy session? | |
| Yes | 84 (84) |
| No | 2 (2) |
| Did not answer | 14 (14) |
| Did you feel any discomfort during this activity? | |
| Dizziness | 2 (2) |
Results expressed as n (%) or median (25% - 75%).