Playing self-paced video games requires the same energy expenditure but is more enjoyable and less effortful than standard of care activities

Aurora James-Palmer, U. Puh, H. Damodaran, Essie Kim, P. Bowlby, J. Deutsch
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引用次数: 1

Abstract

The purpose of this study was to determine if a custom self-paced video game promoted intense training without compromising movement symmetry, while being perceived as less effortful and more enjoyable than a comparable standard of care activity. Fifteen participants (38–72 years old) in the chronic phase post-stroke participated in this study. They played a custom self-paced stepping video game (VSTEP) and a comparable standard of care stepping activity (SOC). Data collected for each activity included, stepping frequency and accuracy, kinematics, exercise intensity, perceived effort, and enjoyment. There were no significant differences in repetitions or exercise intensity between conditions. The difference of the maximum side step length between the unaffected and affected lower extremity (LE) was significant in SOC, but not in the VSTEP condition. Maximum marching height of the affected limb and symmetry of marching was significantly greater for VSTEP compared to SOC. Perceived effort was statistically significantly lower and enjoyment was statistically significantly higher for VSTEP compared to SOC. In conclusion, playing custom self-paced video games required the same energy expenditure but was more enjoyable, promoted movement symmetry and was less effortful than SOC.
玩自定节奏的电子游戏需要消耗同样的能量,但比标准的护理活动更有趣,更省力
这项研究的目的是确定一款自定节奏的电子游戏是否能在不影响运动对称性的情况下促进高强度训练,同时被认为比类似标准的护理活动更不费力、更有趣。15名中风后慢性期患者(38-72岁)参加了本研究。他们玩了一个自定义的步伐视频游戏(VSTEP)和一个类似的护理标准的步伐活动(SOC)。每项活动收集的数据包括:步进频率和准确性、运动学、运动强度、感知努力和享受。不同条件下的重复次数和运动强度没有显著差异。无侧步长与无侧步长的差异在SOC组显著,在VSTEP组不显著。VSTEP组患肢最大行进高度和行进对称性显著高于SOC组。与SOC相比,VSTEP的感知努力在统计学上显著降低,享受在统计学上显著提高。综上所述,玩自定节奏的电子游戏需要消耗相同的能量,但却比SOC更有趣,促进了运动对称性,并且更省力。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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