Abstract
Abstract
Study design
Cross-sectional study.
Objectives
It is challenging for persons with SCI, especially those who are wheelchair dependent, to find suitable and motivating aerobic exercise modes. Exergaming might be a good option, since it is relatively cheap and can be played at home, alone or with others. However, it is unknown if exergaming is performed at a sufficient exercise intensity.
Setting
Sunnaas Rehabilitation Hospital, Norway.
Methods
Twenty-two men and two women (n = 24) with chronic SCI (AIS A-C), all wheelchair users, were included during inpatient rehabilitation. All participant performed a maximal graded arm-crank test (pretest), while measuring peak oxygen uptake (VO2peak) and peak heart rate (HRpeak). The day after they had a practice playing session with three different exergames (X-box Kinect, Fruit Ninja; Nintendo Wii, Wii Sports Boxing; VR Oculus Rift, boxing). The following day, participants played each exergame for 15 min. During these 45 min of exergaming, exercise intensity, based on VO2peak and HRpeak from the pretest, was monitored.
Results
Approximately 30 of the 45 min of exergaming was performed at moderate or high intensity. Participants exercised on average 24.5 min (95%CI 18.7–30.5) at moderate intensity (>50–80% VO2peak) and 6.6 min (95%CI 2.2–10.8) at high intensity (>80% VO2peak).
Conclusions
The participants were able to exercise at moderate or high intensity during exergaming in a considerable amount of time. Exergaming seems to be suitable for aerobic exercise at an intensity that can provide health benefits in wheelchair-dependent persons with SCI.
Publisher
Springer Science and Business Media LLC
Subject
Neurology (clinical),Neurology,General Medicine
Cited by
1 articles.
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1. Born to Run, Programmed to Play: Mapping the Extended Reality Exergames Landscape;Proceedings of the CHI Conference on Human Factors in Computing Systems;2024-05-11