Energy demands of individuals post-stroke during interactive video gaming

M. Kafri, M. Myslinski, J. Deutsch
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Abstract

Off-the-shelf interactive video games are used in the rehabilitation of individuals post-stroke. However, the potential benefits of using the games for aerobic training have not been tested. The purpose of this preliminary study was to determine feasibility of measuring energy expenditure during interactive video gaming by individuals post-stroke and to characterize the energy demands of specific games. We used indirect calorimetry to measure energy expenditure of one healthy and two post-stroke individuals under four conditions: rest, Wii Fit™ Long Run, Penguin, and Wii Sports™ Boxing. We found that measuring interactive video gaming of people post-stroke was feasible and required mild to moderate exercise activity.
互动视频游戏中中风后个体的能量需求
现成的互动视频游戏被用于中风后个人的康复。然而,使用这些游戏进行有氧训练的潜在好处还没有经过测试。这项初步研究的目的是确定测量中风后个人在互动视频游戏期间能量消耗的可行性,并表征特定游戏的能量需求。我们使用间接量热法测量了一名健康人和两名中风后个体在四种条件下的能量消耗:休息、Wii Fit™长跑、企鹅和Wii Sports™拳击。我们发现,测量中风后人们的互动视频游戏是可行的,需要轻度到中度的运动活动。
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