Active video games to promote physical activity in ambulatory youth with cerebral palsy.

Research Report
Population: Pediatric

Margaret E. O’Neil, PT, PhD, MPH, Associate Professor of Physical Therapy, Drexel University moneil@drexel.edu

Maria Fragala-Pinkham, PT, DPT, MS, Clinical Researcher, Franciscan Hospital for Children Research Center mfragala@fhfc.org

Nancy Lennon, PT, MS, Physical Therapist Gait Lab Researcher, A. I. duPont Hospital for Children nlennon@nemours.org

Stewart Trost, PhD, Professor (Exercise and Nutrition Sciences, Queensland University of Technology s.trost@qut.edu.au

Keywords: Participation, Cerebral palsy, Physical Activity, Active Video Games

Purpose/Hypothesis: Youth with cerebral palsy (CP) participate in less physical activity (PA) and more sedentary behaviors (SB) than their peers with typical development. Active video games (AVGs) may be a promising strategy to provide access to fun, active recreation for youth with CP, and in doing so, may promote fitness, increase PA, and prevent health co-morbidities associated with sedentary lifestyles. The purpose of this study was to determine PA intensity levels in ambulatory youth with CP during game play on a commercial AVG system.

Subjects: Fifty-seven youth with CP (mean age = 12.5 years, SD = 3.3; 49% male) at GMFCS I (n=28, 49.1%), GMFCS II (n=16, 28%), and GMFCS III (n=13, 23%) played two commercial AVGs for a total of 5 minutes.

Materials/Methods: Participants wore a Polar heart rate monitor (HR, bpm) and the Cosmed K4b2 indirect calorimeter unit with chest harness, face mask and head harness to measure oxygen consumption (VO 2, ml/kg/min). Youth played two games from X-Box 360 Kinect™ Adventures: (River Rush and Space Pops). Each game was 2.5 minutes in duration for a total of a 5 minute bout. Youth reported rates of perceived exertion (OMNI RPE) after each game.

Results:Findings indicate that youth played AVGs at light-to-moderate PA intensity. Median VO2 values were: River Rush = 14.0 ml/kg/min, IQR = 10.8-16.9 and Space Pops = 14.0 ml/kg/min, IQR = 11.1 – 19.5. Median MET values were: River Rush = 3.0, IQR = 2.5-3.8 and Space Pops = 3.3, IQR = 2.6 – 3.8. Median HR values were: River Rush = 125.1 bpm, IQR = 110.9 – 141.2 and Space Pops = 134.2 bpm, IQR = 122.2 – 150.2. Median OMNI RPE values were: River Rush = 3.8, IQR = 1- 4 and Space Pops = 4.0 (IQR = 2-6).

Conclusions: Findings suggest that youth with CP can achieve at least light to moderate levels of PA during short bouts of AVG. Commercial AVGs may provide opportunities to promote PA in ambulatory youth with CP but are limited in their ability to promote higher levels of PA intensity and longer bouts of PA.

Clinical Relevance: AVGs may provide fun, motivating and feasible opportunities to reduce sedentary behavior and promote light-to-moderate PA in ambulatory youth with CP in home and clinic settings.

Citation:
O’Neil, Margaret E., PT, PhD, MPH; Fragala-Pinkham, Maria , PT, DPT, MS; Lennon, Nancy , PT, MS; Trost, Stewart G., PhD. Active video games to promote physical activity in ambulatory youth with cerebral palsy.. Poster Presentation. IV STEP Conference, American Physical Therapy Association, Columbus, OH, July 17, 2016. Online. https://u.osu.edu/ivstep/poster/abstracts/025_oneil-et-al/

Return