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首页> 外文期刊>Archives of Physical Medicine and Rehabilitation >Active video game play in children with cerebral palsy: Potential for physical activity promotion and rehabilitation therapies
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Active video game play in children with cerebral palsy: Potential for physical activity promotion and rehabilitation therapies

机译:脑瘫儿童的主动视频游戏:促进体育锻炼和康复疗法的潜力

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Objective: To evaluate the potential of active video game (AVG) play for physical activity promotion and rehabilitation therapies in children with cerebral palsy (CP) through a quantitative exploration of energy expenditure, muscle activation, and quality of movement. Design: Single-group, experimental study. Setting: Human movement laboratory in an urban rehabilitation hospital. Participants: Children (N=17; mean age ± SD, 9.43±1.51y) with CP. Intervention: Participants played 4 AVGs (bowling, tennis, boxing, and a dance game). Main Outcome Measures: Energy expenditure via a portable cardiopulmonary testing unit; upper limb muscle activations via single differential surface electrodes; upper limb kinematics via an optical motion capture system; and self-reported enjoyment via the Physical Activity Enjoyment Scale (PACES). Results: Moderate levels of physical activity were achieved during the dance (metabolic equivalent for task [MET]=3.20±1.04) and boxing (MET=3.36±1.50) games. Muscle activations did not exceed maximum voluntary exertions and were greatest for the boxing AVG and for the wrist extensor bundle. Angular velocities and accelerations were significantly larger in the dominant arm than in the hemiplegic arm during bilateral play. A high level of enjoyment was reported on the PACES (4.5±0.3 out of 5). Conclusions: AVG play via a low-cost, commercially available system can offer an enjoyable opportunity for light to moderate physical activity in children with CP. While all games may encourage motor learning to some extent, AVGs can be strategically selected to address specific therapeutic goals (eg, targeted joints, bilateral limb use). Future research is needed to address the challenge of individual variability in movement patterns/play styles. Likewise, further study exploring home use of AVGs for physical activity promotion and rehabilitation therapies, and its functional outcomes, is warranted.
机译:目的:通过定量探索能量消耗,肌肉激活和运动质量,评估主动视频游戏(AVG)玩耍对脑瘫(CP)儿童进行身体活动促进和康复治疗的潜力。设计:单组实验研究。地点:城市康复医院的人体运动实验室。参加者:患有CP的儿童(N = 17;平均年龄±SD,9.43±1.51y)。干预:参与者玩了4次AVG(保龄球,网球,拳击和跳舞游戏)。主要成果措施:通过便携式心肺测试装置的能量消耗;通过单个差分表面电极激活上肢肌肉;通过光学运动捕捉系统进行上肢运动学;以及通过体育锻炼享受量表(PACES)自我报告的享受。结果:在舞蹈比赛(任务[MET]的代谢当量= 3.20±1.04)和拳击比赛(MET = 3.36±1.50)期间,达到了中等水平的体育活动。肌肉活动未超过最大的自愿运动,对于拳击AVG和腕部伸肌束最大。在双侧游戏中,优势臂的角速度和加速度显着大于偏瘫臂。据报道,PACES的娱乐程度很高(4.5±0.3 / 5)。结论:通过低成本,可商购的系统进行的AVG游戏可以为CP儿童轻度至中度的体育锻炼提供愉快的机会。尽管所有游戏都可能在某种程度上鼓励运动学习,但可以从战略上选择AVG来解决特定的治疗目标(例如目标关节,双侧肢体使用)。需要进行进一步的研究来解决运动方式/比赛方式中个体可变性的挑战。同样,有必要进一步研究在家中使用AVG促进身体活动和康复治疗,以及其功能结果。

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