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Exergaming for individuals with neurological disability

MAT ROSLY M; MAT ROSLY H; DAVIS OAM GM; HUSAIN R; HASNAN N
DISABIL REHABIL , 2017, vol. 39, n° 8, p. 727-735
Doc n°: 184639
Localisation : Documentation IRR

D.O.I. : http://dx.doi.org/DOI:10.3109/09638288.2016.1161086
Descripteurs : AA3 - NEUROPATHOLOGIE, VG - INTELLIGENCE ARTIFICIELLE.

Exergames have the potential to enable persons with disabilities to
take part in physical activities that are of appropriate
"dose-potency" and
enjoyable within a relatively safe home environment. It overcomes some of the
challenges regarding transportation difficulties in getting to commercial
gymnasium facilities, reducing physical activities perceived as "boring" or
getting access into the built environment that may be "wheelchair unfriendly".
This systematic review assessed available evidence whether
"exergaming" could be a feasible modality for contributing to a recommended
exercise prescription according to current ACSM or WHO guidelines for physical
activity. METHODS: Strategies used to search for published articles were
conducted using separate search engines (Google Scholar, PubMed and Web of
Science) on cardiometabolic responses and perceived exertion during exergaming
among neurologically-disabled populations possessing similar physical
disabilities. Each study was categorized using the SCIRE-Pedro evidence scale.
RESULTS: Ten of the 144 articles assessed were identified and met specific
inclusion criteria. Key outcome measures included responses, such as energy
expenditure, heart rate and perceived exertion. Twelve out of the 17 types of
exergaming interventions met the ACSM or WHO recommendations of "moderate
intensity" physical activity. Exergames such as Wii Jogging, Bicycling, Boxing,
DDR and GameCycle reported moderate physical activity intensities. While Wii
Snowboarding, Skiing and Bowling only produced light intensities. CONCLUSION:
Preliminary cross-sectional evidence in this review suggested that exergames have
the potential to provide moderate intensity physical activity as recommended by
ACSM or WHO in populations with neurological disabilities. However, more research
is needed to document exergaming's efficacy from longitudinal observations before
definitive conclusions can be drawn. Implications for Rehabilitation Exergaming
can be deployed as physical activity or exercise using commercially available
game consoles for neurologically disabled individuals in the convenience of their
home environment and at a relatively inexpensive cost Moderate-to-vigorous
intensity exercises can be achieved during exergaming in this population of
persons with neurological disabilities. Exergaming can also be engaging and
enjoyable, yet achieve the recommended physical activity guidelines proposed by
ACSM or WHO for health and fitness benefits. Exergaming as physical activity in
this population is feasible for individuals with profound disabilities, since it
can be used even in sitting position for wheelchair-dependent users, thus
providing variability in terms of exercise options. In the context of
comprehensive rehabilitation, exergaming should be viewed by the clinician as "at
least as good as" (and likely more enjoyable) than traditional arm-exercise
modalities, with equivalent aerobic dose-potency as "traditional" exercise in
clinic or home environments.

Langue : ANGLAIS

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