Exercise Intensity Levels in Children With Cerebral Palsy While Playing With an Active Video Game Console

Author:

Robert Maxime1,Ballaz Laurent2,Hart Raphael3,Lemay Martin4

Affiliation:

1. M. Robert, MSc, Centre de Réadaptation Marie Enfant, CHU Sainte-Justine, Montréal, Québec, Canada; Université du Québec à Montréal, Montréal, Québec, Canada; and Groupe de Recherche en Activité Physique Adaptée (GRAPA), Montréal, Québec, Canada.

2. L. Ballaz, PhD, Centre de Réadaptation Marie Enfant, CHU Sainte-Justine; Université du Québec à Montréal; and Groupe de Recherche en Activité Physique Adaptée (GRAPA).

3. R. Hart, MSc, Centre de Réadaptation Marie Enfant, CHU Sainte-Justine; Université du Québec à Montréal; and Groupe de Recherche en Activité Physique Adaptée (GRAPA).

4. M. Lemay, PhD, Centre de Réadaptation Marie Enfant, CHU Sainte-Justine; Université du Québec à Montréal; and Groupe de Recherche en Activité Physique Adaptée (GRAPA). Mailing address: Centre de Réadaptation Marie Enfant, 5200 Bélanger Est, Montréal, Québec, Canada H1T 1C9.

Abstract

Background Children with cerebral palsy (CP) are prone to secondary complications related to physical inactivity and poor cardiorespiratory capacity. This problem could be greatly attenuated through the use of video games that incorporate physical activity for 2 reasons: Video games already represent an important component of leisure time in younger people, and such games can lead to a high level of exercise intensity in people who are healthy. Objective The study objective was to evaluate exercise intensity in children with spastic diplegic CP and children who were typically developing while playing with an active video game console. Design This was a cross-sectional study. Methods Ten children (7–12 years old) with spastic diplegic CP (Gross Motor Function Classification System level I or II) and 10 children who were age matched and typically developing were evaluated in a movement analysis laboratory. Four games were played with the active video game console (jogging, bicycling, snowboarding, and skiing) for 40 minutes. Heart rate was recorded during the entire playing period with a heart rate belt monitor. Exercise intensity was defined as the percentage of heart rate reserve (HRR). In addition, lower extremity motion analysis was carried out during the final minute of the playing period for the jogging and bicycling games. Results No difference between groups was observed for any variables. A main effect of games was observed for the amount of time spent at an intensity greater than 40% of HRR. Specifically, more than 50% of the playing time for the jogging game and more than 30% of the playing time for the bicycling game were spent at an intensity greater than 40% of HRR. In addition, the jogging game produced a larger range of motion than the bicycling game. Limitations A limitation of this study was the relatively small and heterogeneous sample. Conclusions For all 4 games, similar exercise intensity levels were observed for children who were typically developing and children with CP, suggesting that children with CP could obtain exercise-related benefits similar to those obtained by children without CP while playing with an active video game console.

Publisher

Oxford University Press (OUP)

Subject

Physical Therapy, Sports Therapy and Rehabilitation

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