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Energy expenditure in adults with cerebral palsy playing Wii Sports

HURKMANS HL; VAN DEN BERG EMONS RJ; STAM HJ
ARCH PHYS MED REHABIL , 2010, vol. 91, n° 10, p. 1577-1581
Doc n°: 148877
Localisation : Documentation IRR

D.O.I. : http://dx.doi.org/DOI:10.1016/j.apmr.2010.07.216
Descripteurs : AJ23 - PARALYSIE CEREBRALE, NB - SPORT ET HANDICAP
Article consultable sur : http://www.archives-pmr.org

OBJECTIVE: To determine energy expenditure of adults with bilateral spastic
cerebral palsy while playing Wii Sports tennis and boxing. DESIGN:
Cross-sectional study. SETTING: University medical center. PARTICIPANTS: Five men
and 3 women with bilateral spastic cerebral palsy and ambulatory ability (Gross
Motor Function Classification System level I or II) participated. The mean
participant age +/- SD was 36+/-7 years. Exclusion criteria were comorbidities
that affected daily physical activity and fitness, contraindications to exercise,
or inability to understand study instructions owing to cognitive disorders or
language barriers. INTERVENTION: Participants played Wii Sports tennis and
boxing, each for 15 minutes in random order. MAIN OUTCOME MEASURE: By using a
portable gas analyzer, we assessed energy expenditure by oxygen uptake (Vo(2))
while sitting and during Wii Sports game play. Energy expenditure is expressed in
metabolic equivalents (METs), which were calculated as Vo(2) during Wii Sports
play divided by Vo(2) during sitting. RESULTS: Mean +/- SD energy expenditure
during Wii Sports game play was 4.5+/-1.1METs for tennis and 5.0+/-1.1METs for
boxing (P=.024). All participants attained energy expenditures greater than
3METs, and 2 participants attained energy expenditures greater than 6METs while
playing Wii Sports tennis or boxing. CONCLUSIONS: Both Wii Sports tennis and
boxing seem to provide at least moderate-intensity exercise in adults with
bilateral spastic cerebral palsy (GMFCS level I or II). These games, therefore,
may be useful as treatment to promote more active and healthful lifestyles in
these patients. Further research is needed to determine the energy expenditures
of other physically disabled patient groups while playing active video games, and
to determine the effectiveness of these games in improving health and daily
activity levels.
CI - Copyright (c) 2010 American Congress of Rehabilitation Medicine. Published by
Elsevier Inc. All rights reserved.

Langue : ANGLAIS

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