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Activity and energy expenditure in older people playing active video games

H
TAYLOR LM; MADDISON R; PFAEFFLI LA; RAWSTORN JC; GANT N; KERSE NM
ARCH PHYS MED REHABIL , 2012, vol. 93, n° 12, p. 2281-2286
Doc n°: 164047
Localisation : Documentation IRR

D.O.I. : http://dx.doi.org/DOI:10.1016/j.apmr.2012.03.034
Descripteurs : ND - EXERCICE PHYSIQUE, MA - GERONTOLOGIE Url : http://www.archives-pmr.org/issues

Article consultable sur : http://www.archives-pmr.org

OBJECTIVES: To quantify energy expenditure in older adults playing
interactive video games while standing and seated, and secondarily to determine
whether participants' balance status influenced the energy cost associated with
active video game play.
DESIGN: Cross-sectional study.
SETTING: University
research center. PARTICIPANTS: Community-dwelling adults (N=19) aged 70.7+/-6.4
years. INTERVENTION: Participants played 9 active video games, each for 5
minutes, in random order. Two games (boxing and bowling) were played in both
seated and standing positions. MAIN OUTCOME MEASURES: Energy expenditure was
assessed using indirect calorimetry while at rest and during game play. Energy
expenditure was expressed in kilojoules per minute and metabolic equivalents
(METs). Balance was assessed using the mini-BESTest, the Activities-specific
Balance Confidence Scale, and the Timed Up and Go (TUG). RESULTS: Mean +/- SD
energy expenditure was significantly greater for all game conditions compared
with rest (all P</=.01) and ranged from 1.46+/-.41 METs to 2.97+/-1.16 METs.
There was no significant difference in energy expenditure, activity counts, or
perceived exertion between equivalent games played while standing and seated. No
significant correlations were observed between energy expenditure or activity
counts and balance status. CONCLUSIONS: Active video games provide
light-intensity exercise in community-dwelling older people, whether played while
seated or standing. People who are unable to stand may derive equivalent benefits
from active video games played while seated.
Further research is required to
determine whether sustained use of active video games alters physical activity
levels in community settings for this population.
CI - Copyright (c) 2012 American Congress of Rehabilitation Medicine. Published by
Elsevier Inc. All rights reserved.

Langue : ANGLAIS

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